

                                   DARK SUN
                                      
                                NET HANDBOOK



                            compiled and edited by

                                John M. Martz

                            <JOHN_MARTZ@UNC.EDU>
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                                      
                             copyright (c) 1994
                                      
                                      



              --------------------------------------------------

                                   CONTENTS

              --------------------------------------------------

1. INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

2. EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
         New Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
         Weapon-Group Proficiency with Athasian
          Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
         Non-metal Weapon Costs. . . . . . . . . . . . . . . . . . . . . . . 5
         Non-Metal Weapons Rules . . . . . . . . . . . . . . . . . . . . . . 5
         Giant Sized Weapons Rules . . . . . . . . . . . . . . . . . . . . . 8
         Water Blossom . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

3. MISCELLANEOUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
         Amount of food produced from create food
          and water spell. . . . . . . . . . . . . . . . . . . . . . . . . .10
         Kalidnay as presented in Ravenloft. . . . . . . . . . . . . . . . .11
         Random Pick Pockets Table . . . . . . . . . . . . . . . . . . . . .12
         Tattoo Techniques . . . . . . . . . . . . . . . . . . . . . . . . .14
         Carving up an Erdlu . . . . . . . . . . . . . . . . . . . . . . . .14
         THE Great Debate. . . . . . . . . . . . . . . . . . . . . . . . . .15
            Is Greyhawk Athas? . . . . . . . . . . . . . . . . . . . . . . .15
            Summary of Athasian History:  Why
               Athas is not Another Setting's
               Future. . . . . . . . . . . . . . . . . . . . . . . . . . . .17

4. NONWEAPON PROFICIENCIES . . . . . . . . . . . . . . . . . . . . . . . . .19

5. TIME & MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
         The years in a King's Age . . . . . . . . . . . . . . . . . . . . .20

6. KITS & CLASSES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
         Cerebral Knight . . . . . . . . . . . . . . . . . . . . . . . . . .22
         PRIEST KIT. . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
            Elemental Healer . . . . . . . . . . . . . . . . . . . . . . . .24

7. PSIONICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
         Psionic Book Errata . . . . . . . . . . . . . . . . . . . . . . . .26
         Wild Talent Tables. . . . . . . . . . . . . . . . . . . . . . . . .26
         NEW PSIONIC POWERS. . . . . . . . . . . . . . . . . . . . . . . . .29
            Psychokinetic. . . . . . . . . . . . . . . . . . . . . . . . . .29
            Psychometabolic. . . . . . . . . . . . . . . . . . . . . . . . .30
            Psychoportive. . . . . . . . . . . . . . . . . . . . . . . . . .31
         Telepathic. . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
         Metapsionic . . . . . . . . . . . . . . . . . . . . . . . . . . . .36

8. WIZARD SPELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
         Spell List. . . . . . . . . . . . . . . . . . . . . . . . . . . . .39

9. PRIEST SPELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
         Spell List. . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
         Incorporating spells from The Great Net
          Prayerbook . . . . . . . . . . . . . . . . . . . . . . . . . . . .62

10. MAGIC ITEMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63

11. MONSTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
         Desert Shark. . . . . . . . . . . . . . . . . . . . . . . . . . . .66
         Ghole . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
         Hivers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
         Insect Swarm:  Crystal-wing Butterfly . . . . . . . . . . . . . . .72
         Spider, Elf-bane. . . . . . . . . . . . . . . . . . . . . . . . . .73
         Traplan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75

12. BIBLIOGRAPHY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77

              --------------------------------------------------

                               1. INTRODUCTION

              --------------------------------------------------


       The DARK SUN Net Handbook, first edition, represents a collection of supplemental material written and
compiled for TSR's campaign AD&D setting DARK SUN.  I have solicited material for this tome from the
AD&D list (ADND-L@PUCC. BITNET), the DARK SUN list (DARK-SUN@LEICESTER.AC.UK), and the
AD&D news group (REC.GAMES. FRP.DND).  While this handbook bears a copyright date on the title page that
applies to the document as a whole, all authors retain full rights to their material included here.  As such, I am not
responsible for any errors or plagiarism that might appear in any given author's work.  Individuals are permitted to
distribute this document freely as long as it remains intact (i.e., unaltered and in its entirety).
       While I have attempted to organize this book in a logical manner, I have made no attempt at constructing
smooth transitions between topics.  Indeed, this handbook resembles a collection of essays or short stories with
little more in common than role-playing on Athas.  Throughout, this handbook uses the following abbreviations:

Abbreviation         Meaning

AD&D              Advanced Dungeon's & Dragons
BoA               Book of Artifacts
CBH               The Complete Bard's Handbook
CFH               Complete Fighter's Handbook
CGH               The Complete Gladiator's Handbook
CPsiH             Complete Psionics Handbook
DMG               Dungeon Master's Guide
DS                DARK SUN
DSNHB             DARK SUN Net Handbook (this document)
DSRB              DARK SUN Rule Book
EAF&W             Earth, Air, Fire, and Water
DSMC              Monstrous Compendium DARK SUN Appendix
PHB               Player's Handbook
ToM               Tome of Magic
VD&F              Valley of Dust and Fire

       While I have done my best to minimize them, I'm sure that this handbook contains mistakes and inconsisten
cies.  I encourage your criticism (both positive and negative)--it will help this document grow and become more
useful.  Feel free to contact me personally.    As with most supplementary material for AD&D, all rules contained
in the DARK SUN Net Handbook are optional (as TSR is so found of reminding us).  No DM should feel obligated
to adopt anything from this e-tome, nor should any player pressure his or her DM to do so.  Indeed, even I would
not use everything in this document without modification.  While I have encouraged that some authors modify
some of the problem items, I left the final decision with each individual author, assuming that others might
appreciate them as originally written.  Remember, DARK SUN--and AD&D overall--is a game, and you should
feel free to modify the rules to maximize your enjoyment..  Hopefully, the contents of this e-tome will enliven your
adventures under the Dark Sun.  Have fun.  
       Individuals interested in contributing material for inclusion in future versions of this handbook should contact
the editor via e-mail <JOHN_MARTZ@UNC.EDU>.  Any submission related to the DARK SUN setting or
deserts in general will be considered.  The most recent version of this handbook is available via ftp at
FTP.MPGN.COM (in the directory /Gaming/fantasy/NetBooks) and as part of the archive of the DARK-SUN list,
mentioned above.  If you do not have the ability to ftp, you can send requests to any of the following ftp mail
servers:
       FTPMAIL@DECWRL.DEC.COM
       FTPMAIL@SRC.DOC.IC.AC.UK
       FTPMAIL@CS.UOW.EDU.AU
       FTPMAIL@GRASP.INSA-LYON.FR
These mail servers process ftp commands--to learn how to use them, simply send the one-line message HELP.
       I would like to acknowledge the help of Eric Tunon <TUNON@NOVAVAX.NOVA.EDU> in the initial
stages of this effort.  

John              --------------------------------------------------

                                 2. EQUIPMENT

              --------------------------------------------------


New Weapons
>by John M. Martz <JOHN_MARTZ@UNC.EDU>


Weapon Name   Cost*     Weight      Size     Type     Speed    Damage**

Arrows, Long           5 sp        2         L     P        10       2d6/2d6
Circular Saw        1 gp        5         S     S        5        1d4+1/1d4


*Cost is based on weapons of metal construction; if made of alternative materials, use rules in DSRB or those
       presented in the DSNHB (below).
**Damage and weight are based on metal weapons; nonmetal weapons use adjustments presented in DSRB.


Arrows, Long
       Favored by the Judaga of Gulg, long arrows have been a key component in their skirmishes with Nibenay's
army.  Each long arrow is six feet long.  Given its length, a long arrow cannot be fired from any bow small than a
long bow.  Unlike other types of arrows, a character wishing to become proficient with the long arrow must devote
a proficiency slot to it--proficiency with the long bow does not grant proficiency with the long arrow and vice versa. 
Due to its unusual nature, a character not proficient in the long arrow suffers an additional -2 penalty to all attacks
(this penalty is in addition to any other penalties for non-proficiency or low Dexterity) and may fire only one long
arrow every other round (ROF 1/2)--a character who is not proficient in the long bow cannot fire a long arrow. 
Note:  when firing long arrows, the speed factor listed above is used instead of the normal speed factor for a long
bow (Range: 5, 10, 17).
       Proficiency benefits.  Before a character may become proficient with the long arrow, he must already be a
specialist with the low bow.  In addition to the usual benefits, proficiency with long arrows allows the character to
improve his rate of fire to one arrow per round.
       Specialist benefits.  In order to specialize in the long arrow, a player must devote a second slot to it (for a
total of 2 slots).  Specialization in with long arrows allows the character to improve his rate of fire to three arrows
every two rounds (i.e., 3/2). 

Circular Saw
       Circular saws are commonly made by baking the teeth of a predator into the outer edges of a flat ceramic disc
or carving the entire disc and serrated edges from chitin.  A small rod pierces the center of the 12 inch disc,
projecting an inch on either side.  By using a specially designed throwing stick shaped like a two-foot-long two-
pronged fork with a slight curve, these discs can be thrown up to 30 yards (Range: 1, 2, 3).  
       Proficiency benefits.  The proficient user can achieve a rate of fire of 2 blades per round (a nonproficient user
can only throw 1 blade per round).
       Specialist benefits.  The specialist can attempt to use his fork to catch a saw thrown at him.  He must roll a
saving throw versus breath weapon.  A successful save means he has caught his opponent's saw and may
immediately throw the saw back (assuming he still has an attack left that round).  A failed save means the saw hits
his fork but is not caught, and the fork must save versus crushing blow to avoid breaking.



Weapon-Group Proficiency with Athasian Weapons
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

       The CFH introduced the concept of weapon-group proficiencies.  Below, I classify all the DS weapons
(presented in DRAGON #185, CGH, and the DSNHB) into their "tight" and "broad" groups.  


Tight Groups

Axes:
     Carikkal
     Forearm Axe
Bows:
Clubbing Weapons:
     Datchi Club
     Singing Sticks
Crossbows:
Fencing Blades:
Flails:
Lances:
Long Blades:
     Quabone
Medium Blades:
     Tortoise Blades
Picks:
     Impaler
Polearms:
     Impaler
     Gouge
     Gythka
     Lotulis
     Trikal
     Weighted Pike
Segmented Weapons*:                
     Alhulak
     Cahulaks
     Singing Sticks
Short Blades:
     Bard's Friend
     Puchik
     Talid
     Widow's Knife
     Wrist razor
Sickles:
Slings:
     Dejada
Spears:
     Double-bladed Spear
     Dragon's Paw     
Whips:
     Master's Whip

          *I created this category, since the Alhulak and Cahulaks (which are basically 2 handles--the first with a 4-bladed
     grappling hook on one handle, the second on both handles--connected by a length of rope) are obviously related.  I
     would also place the nunchaku in this category.  Singing Sticks are like unattached nunchaku.  


Broad Groups

Blades:
     Bard's Friend
     Puchik
     Quabone
     Talid
     Tortoise Blades
     Widow's Knife
     Wrist razor
Cleaving/crushing Weapons:
     Carikkal
     Datchi Club
     Forearm Axe
     Singing Sticks
Pole Weapons:
     Dragon's Paw     
     Double-bladed Spear
     Impaler
     Gouge
     Gythka
     Lotulis
     Trikal
     Weighted Pike
Small Throwing Weapons:
     Chatkcha
     Widow's Knife
     Circular Saw
Non-Groups

       Crusher
       Arrows, Long


Non-metal Weapon Costs
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

       Have you seriously taken a look at the percentile costs for non-metal weapons given in the DSRB?  To
refresh you memory, metal weapons are 100% of cost in the PHB; bone are 30%; obsidian/stone are 50%; and
wood are 10%.  I think the non-metal percentages must be a mistake.
       I was rolling up a PC and decided to see what his "official" starting funds would be (something that I don't
usually do).  He is a gladiator and he gets 5d4x30 cp.  I rolled 13, so he would start with 360 cp, or 36 sp, or 3 gp,
6 sp.  Then I started pricing weapons and found that I could hardly afford any!  Take the mundane long sword (15
gp for metal)--a wood sword (the worst quality) would cost 1 gold, 5 silver (that's equal to 3 10,000 pound capacity
open wagons!!!)!  Christ, a simple wooden dagger (2 gp for metal) would cost 2 silver (enough for a 2,500 lbs
capacity open wagon)!
       In addition, these prices seem WAY out of line with the weapons presented in the DSRB.  The gythka costs 6
cp and the impaler costs 4 cp (it does not say if these are the cost for metal weapons--I seriously doubt it, so I
would assume that the damage might need to be adjusted for metal versions of these weapons?).  These are both
polearms.  Imagine the gythka is composed of a similar amount of material as a lucern hammer (7 gp for metal),
since they both do P/B damage, weigh about the same, and do relatively the same damage.  Well, a wooden lucern
hammer costs 7 SILVER!  A bone one costs 2 gp, 1 sp!  And a stone one costs 3 gp, 5 sp!!!
       Finally, clubs, bows, lances, and several other weapons can be purchased for 1% of their PHB cost.  Why
would a stone spear (8 sp x .01 = 8 bits) cost less than a stone knife (5 sp x .5 = 25 cp)--the knife costs over 31
times more than the spear!  Also, note that DRAGON #185 presents several weapons that "can be easily made
without metal; they can easily be purchased for 1% of the price listed and used without damage or attack penalties
regardless of materials used."  One of these is the chulak--like 2 grappling hooks with the handles attached via a
12' cord (gold price=12; wght=12; sz=M; type=P/B; spd=5; dmg=1d6/1d6).  Thus, a stone pair would cost 12 cp
(still 3 times as much as an impaler, but . . .). Why is it so much easier to make a pair of chulakas then a knife,
making the knife cost over twice as much for a substantially less effective weapon (the benefits, such as
concealability, of the knife don't appear to be strong enough to warrant the higher price)?
       There is obviously something wrong here, and I don't remember reading any corrections to these pricing
schemes.  So let me propose one.  Instead of the above percentage costs for non-metal weapons, use 3% for bone,
5% for obsidian/stone, and 1% for wood.  These prices would make that wooden long sword 15 cp (still seems a bit
expensive, but . . .), that wooden dagger 2 cp, that wooden lucern hammer 7 cp, and that stone knife 2 cp, 5 bits. 
Realize that these prices are still not cheap for the common man--take a look at the Common Wages table in the
DSRB.  The heavy footman (the best paid footman type) makes no more than 5 bits PER WEEK!  At that rate, it
would still be 4 weeks before she could afford a wooden dagger (if she spends her money on nothing else). 


Non-Metal Weapons Rules
>by Mizar the Brilliant <MARCOS@IFI.UNICAMP.BR>

1.  Introduction
       Page 51 of the DSRB contains the section dealing with non-metal weapons.  The rules are very simple and
were clearly designed to add a little bit of spice to the game without affecting playability, and if that is what you're
looking for, those are the rules you should use.  The following set of optional rules was designed to expand on the
original ones, adding more realism and balance to them, but may prove to be a little bit more cumbersome (i.e.,
more dice rolling) during the game.  More than that, these rules effectively change the way weapons are seen in
the world:  Non-metal weapons will break much more often, and as a consequence metal weapons become highly
prized items on Athas, as they should be.  Also, characters will have to take this into account when planning their
gear for travel.  Extra weapons should be taken if one doesn't want to suddenly find himself bare-handed in the
middle of the desert.  Each material has gained individual characteristics which represent a set of strengths and
weaknesses, in such a way that the overall balance is still maintained. 

2.  Limitations of the DSRB Rules
       According to the DSRB, a non-metal weapon has a 1-in-20 chance of breaking whenever maximum damage is
done.  The first limitation of this rule is that weapons of the same kind have the same chance to break, regardless
of what they're made of.  But the second, and most important one, is that the chance of breaking a certain weapon
DOES become dependant on which and how many dice you roll for damage!  This variation is merely a conse-

quence of game mechanics, and obviously has no correlation with reality.  
       Here's an extreme example of discrepancy resultant from this rule:  Arngor and Taraq are fighting a large
creature.  Arngor wields an obsidian bastard sword, while Taraq has an obsidian two-handed sword.  Both of them
score a hit and will now roll for damage:  Arngor must roll 1d12 and Taraq 3d6.  Thus, the chance that Arngor will
do max damage is merely 1/12, while Taraq's probability is (1/6)^3 = 1/216! Therefore, the chance that Arngor
will break his weapon is 18 times greater than Taraq's, although both weapons are very similar, structurally
speaking.  Also, nothing would be changed if Taraq's weapon were made of bone or wood. 

3.  Optional Rules
       The following rules have been written in a way that the DM may choose which ones he wants to add to his
game, while being able to discard others.  Many of them are also compatible with the original rules in the DSRB. 
This way, it should be possible fit them to into any campaign. 

3.1 BREAKING:  Weapons break because of the impact they suffer when landing on a target (known as Newton's
third law :-).  It has already been pointed out that the chance of breaking should depend less on the dice and more
on the material that the weapon is made of.  The following rule solves both problems:  "A check must be made to
see if a weapon will break whenever the weapon does ABOVE AVERAGE damage.  The average damage is easily
calculated by adding the minimum damage with the maximum damage and then dividing by 2.  The % chance of
breaking depends on the material and is given in table 1."  Note that by using the average damage as a reference,
instead of the maximum, the check becomes completely dice-independent, because there's always a 50% chance of
doing above average damage no matter which or how many dice are rolled. 
       Example:  Arngor and Taraq are fighting the same creature, with the same weapons as above.  The average
damage of a Bastard Sword is 6.5, while the 2-H Sword's average is 10.5, so if Arngor rolls 7 or more and Taraq
rolls 11 or more,  both of them will have to check for breaking.  If both weapons are made of obsidian, they'll have
a 2% chance of breaking.  If Taraq's sword is made of bone, his chance is increased to 6% (see below).
       Now, let's see how often weapons will break with this rule, in comparison to the DSRB rule:  Using the
DSRB, non-metal Bastard Swords will statistically break once every 240 successful hits [(1/12)*(1/20)], while
non-metal 2-H  Swords break once every 4320 hits [(1/216)*(1/20)].  With the optional rule, both Bastard and 2-H
Swords, as well as any other weapon, break once every 100 hits if made of obsidian [(50%)*(2%)], 50 hits if wood,
and 33 hits if  bone.  Note that the two weapons chosen as examples are among the least frequently broken with
the DSRB rules.  A non-metal dagger (or any other weapon using 1d4 for dmg) breaks every 80 hits, while a
non-metal knife against large creatures breaks every 40 hits! 

3.2 SPEED:  The weapon speed modifier to initiative is very much dependant on two factors:  how heavy a weapon
is and/or how difficult it is to prepare an attack.  The first one is the case of swinging weapons like swords, axes
and maces, while the second is for those that must be armed like bows and slings.  Since non-metal weapons are
generally lighter than their metal counterparts, it is reasonable to conclude that they should be somewhat faster as
well.  Table 1 shows speed modifiers for each material.  Note that these modifiers should apply only to weapons
whose weight makes a difference, and no weapon can have an overall negative modifier.
 
3.3 COST:  Although until the day of the conclusion of these rules there was no official errata released by TSR, it
is a general feeling that the table for weapon costs in the DSRB is misprinted.  Metal weapons should be MUCH
more expensive than what that table suggests.  Table 1 below lists weapon costs  relative to metal as an optional
rule, but the values are probably what TSR had intended them to be in the first place. 

Table 1:  Characteristics of each material used for weapons.
--------------------------------------------------------------------------------------------------------------------------
MATERIAL COST          WEIGHT   SPEED       DAMAGE  HIT     BREAK

Metal    100%     100%     --      --   --      --
Stone/Obsidian 5%         75% -1        -1   -2      2%
Bone 3%       50%   -2        -1   -1        6%
Wood 1%       50%   -2        -2   -3        4%
--------------------------------------------------------------------------------------------------------------------------

3.4 STRENGTH:  Characters with exceptional strength get a bonus to their damage rolls.  This is because they are
able to add more momentum to their weapons and therefore increase the impact.  Since we have already seen that
weapons break basically due to impact, it is only logical to assume that strong characters will break their weapons
more often.  So, as an optional rule, the DM may rule that MAX or AVERAGE damage of weapons are the
values calculated from their unmodified damage dice, and a character's STR bonus must be added to the roll to
see if a break check is necessary.  Example:  Sulidor the half-giant has a +5 bonus to his damage rolls.  He strikes
his large opponent with his Bastard Sword and rolls a 4 on 1d12.  This number is below the average of a "natural"
1d12, but Sulidor must add 5 to this roll, totalling 9, above average.  Sulidor will have to make a break check.  
       Note that bonuses to damage due to magic and specialization should NOT be computed when calculating the
necessity of a break check, since these bonuses are not consequences of increased impact.   Of course, penalties
due to low STR will reduce the frequency of break checks in a similar manner. 

3.5 BALANCED BLOW:  When using the strength rule above, as well as in many other situations, a character
might sometimes not want to put all his strength into an attack.  If this is the case, the player announces in the
BEGINNING of the round that he intends to balance his blows, and informs how much he wants to penalize his
damage.  This penalty will then be computed just like low STR.  This is valid for any character, exceptionally
strong or not. 

3.6 WEAPON QUALITY:  In a world where the demand for non-metal weapons is high and where these weapons
don't last too long, there will be a lot of people in the weapon-making business.  Since working with non-metal
materials is much easier, many of these people will present themselves as "weaponsmiths", although they did not
have the proper training.  On the other side, you will also find some very few "masters" of the art, people who have
worked hard and developed techniques to improve the quality of their products.  This means there will be a variety
of weapon qualities, from an improvised piece of stick that breaks on the first blow to a true masterpiece bone
halberd, almost as good as a metal one.  Table 2 shows the average modifiers for each quality.  High quality
weapons will have a bonus to hit OR to damage, but not to both.  This depends on how the material was
optimized.  Low quality weapons can be as bad as you can imagine them, but will usually be at -1 to hit and
damage.  Table 3 shows the distribution of weapon qualities when found as part of a treasure.

Table 2:  Weapon Quality Modifiers
------------------------------------------------------------------------------
QUALITY   COST   HIT/DAMAGE  BREAK

High      x3       +1        x1/2
Average   x1       --        --
Poor      x1/3          -1          x2
------------------------------------------------------------------------------
 
Table 3:  Weapons found in treasure
----------------------------------------------------------------------------------------
QUALITY   STONE/OBSIDIAN     BONE   WOOD

Poor         01-20           01-25  01-30
Average      21-90           26-95  31-85
High         91-00           96-00  86-00
----------------------------------------------------------------------------------------

3.7 "GIMME A BREAK":  If with all these rules the DM decides weapons will be breaking too often for his likes,
he can rule that on the first failed break check the weapon is not immediately rendered useless, but rather worsens
its quality somehow.  A piercing weapon may have it's pointed tip broken off, a slashing weapon may lose some of
its cut and a blunt weapon may develop a  crack, so that they no longer work properly.  These weapons will be at
-1 to hit and damage and have twice the % chance of breaking on the next check.  On a successful saving throw vs.
crushing blow these weapons can also be fixed, but it's up to the DM to decide who can do that and how much it
will cost.


Giant Sized Weapons Rules
>from Greg L Dufner <DUFNERGR@STUDENT.MSU.EDU>

Editor's Note:  These were copied from another TSR reference, the citation of which I still need to obtain.

Size Categories:

A  7.5 to 9 feet tall.
B  9.5 to 11 feet tall.
C  11.5 to 13 feet tall.
D  13.5 to 16 feet tall.
E  16.5 to 19.5 feet tall.
F  20 feet tall or more.

       Determine the size category of the wielder and find the damage for the appropriate human sized weapon
(HSW) on the left hand column, find the intersection of the two to determine the damage of the giant sized
weapon.

       HSW  A     B     C     D     E     F 
       1    1-2      1-2      1-3      2-3      2-4      2-5
       1-2     1-3      1-4      2-4      2-5      2-7      2-8
       1-3     2-4      1-6      2-6      1-8      3-9      2-12
       1-4     1-6      2-6      2-8      1-10     3-12     2-16
       1-6     2-8      1-10     2-12     3-13     3-18     5-20
       1-8     1-12     3-12     2-16     2-20     3-24     3-30
       1-10    3-13     2-16     2-20     2-24     3-30     4-32
       1-12    3-17     2-20     2-24     6-24     3-36     5-40
       2-5     2-8      1-12     2-12     3-12     3-18     5-20
       2-7     2-12     3-12     2-16     2-20     3-24     3-30
       2-8     2-12     3-13     3-17     3-21     6-24     5-30
       2-12    3-18     3-21     4-24     3-30     6-36     7-42
       2-16    3-24     6-24     4-32     6-36     6-48     3-60
       3-9     2-16     3-18     3-21     4-24     4-32     6-36
       3-12    2-20     5-20     6-24     7-28     5-40     6-48
       3-18    3-30     7-28     6-36     7-42     3-60     8-64



Water Blossom
>by Greg L Dufner <DUFNERGR@STUDENT.MSU.EDU>

       Description:  The water blossom is a small portable water recycling unit.  It consists of a dome-shaped lid. 
The actual shape of the lid depends on the material it is made of, be it hide, chitin, or metal.  This lid sits atop a
bucket-type structure with a nearly water tight seal.  Around the inside of the lid there are many small catch
pockets for capturing reclaimed water.
       The water blossom operates by placing waste/harmful fluids in the bucket portion of the apparatus.  (These
fluids can be anything water based, such as blood or urine, or they can even be materials with a high percentage of
water in them, feces, vegetable matter, and so on.)  The lid is then placed atop the bucket an left in direct sunlight. 
As the interior is heated, the water evaporates from its host fluid/substance, rises in the heat, and coalesces on the
inside o the lid.  After it coalesces it runs down the sides and collects in the pockets to be reclaimed and used.
       A Water Blossom has a water recovery ratio that determines how much water it can recover from a water
source (blood, urine, etc.).  If the ratio is 2:1, it takes 2 gallons of material to recover 1 gallon of water.
       Water blossoms can be made from three types of material:  hide, chitin, or metal.  Each model has it's own
water recovery ratio, cost and weight.

Material       Weight      Recovery Ratio Cost

Hide         5-10 lbs         3:1         30-40 gp
Chitin       7-12 lbs         3:2         30-35 gp
Metal       20-30 lbs         4:3         55-75 gp


       These ratios are for liquid based sources only, solid sources would have a lower ratio.
       The time needed to recover water is four hours per gallon required, and this is assuming direct, continuous
sunlight.  Each blossom has it's benefits and draw backs such as the hide model while extremely light, requires a
great deal of maintenance.  This model needs to be oiled on a regular basis, and more frequently with increased
use.
       Obviously these are not the only materials that can be used to create the blossom, they are just the most
efficient and common.  The carapaces of giant arthropods would work were well also, specifically giant spiders and
ticks.  But the DM will have to modify prices and occurrences of these models.              --------------------------------------------------

                               3. MISCELLANEOUS

              --------------------------------------------------

Amount of food produced from create food and water spell
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

       Some standard spells were modified for the DS setting.  Occasionally these modifications have increased the
complexity of the spells.  A prime example is create food and water, which creates these items by the cubic foot.  By
limiting the priest's ability to create water to only .5 gallons per level (see DSRB), the question of how much food
remains after the water has been created requires the conversion of the water created into pounds (8.5 lbs per
gallon), the determination of the cubic feet that water takes up (at 64 lbs per cu ft), and the calculation of the
remainder.  That is, the amount of food created may be calculated by the following equation:

                      food = level - (gallons x 8.5)/64

where food is the total amount of food created, level is the caster's level, and gallons is the amount of water
created.
       The following table also reports the amount of water produced by create water and the weight of the water
(not including containers; the DM may use .5 lbs for each gallon-sized container), which serve as intermediate steps
in the above calculation.  More importantly, it also includes the amount of food and water produced by create food
and water for priests of levels 1 to 30, assuming that the priest wants to produce the maximum amount of water.
       Since a cubic foot feeds 3 M-sized creatures or one L-sized creature, the DM may use the percentages to
determine number of creatures that the food will satisfy by using .33 and .66 as cutoff points.  If the remainder is
greater than .33, it feeds one additional person; if greater than .66, it feeds two people.  For example, a 5th level
priest creates 4.67 cubic feet of food--enough for 14 M-sized creatures (4 x 3 + 2).  And an 8th level priest creates
7.47 cubic feet of food--enough for 22 M-sized creatures with a little left over (but not enough to constitute
complete nourishment for another; 7 x 3 + 1).

Level of         Create                   Create Food &
Priest      Water                    Water
  1     0.50 gal (  4.25 lbs)     1 cu ft =  0.93 cu ft +  0.50 gal
  2     1.00 gal (  8.50 lbs)     2 cu ft =  1.87 cu ft +  1.00 gal
  3     1.50 gal ( 12.75 lbs)     3 cu ft =  2.80 cu ft +  1.50 gal
  4     2.00 gal ( 17.00 lbs)     4 cu ft =  3.73 cu ft +  2.00 gal
  5     2.50 gal ( 21.25 lbs)     5 cu ft =  4.67 cu ft +  2.50 gal
  6     3.00 gal ( 25.50 lbs)     6 cu ft =  5.60 cu ft +  3.00 gal
  7     3.50 gal ( 29.75 lbs)     7 cu ft =  6.54 cu ft +  3.50 gal
  8     4.00 gal ( 34.00 lbs)     8 cu ft =  7.47 cu ft +  4.00 gal
  9     4.50 gal ( 38.25 lbs)     9 cu ft =  8.40 cu ft +  4.50 gal
 10     5.00 gal ( 42.50 lbs)    10 cu ft =  9.34 cu ft +  5.00 gal
 11     5.50 gal ( 46.75 lbs)    11 cu ft = 10.27 cu ft +  5.50 gal
 12     6.00 gal ( 51.00 lbs)    12 cu ft = 11.20 cu ft +  6.00 gal
 13     6.50 gal ( 55.25 lbs)    13 cu ft = 12.14 cu ft +  6.50 gal
 14     7.00 gal ( 59.50 lbs)    14 cu ft = 13.07 cu ft +  7.00 gal
 15     7.50 gal ( 63.75 lbs)    15 cu ft = 14.00 cu ft +  7.50 gal
 16     8.00 gal ( 68.00 lbs)    16 cu ft = 14.94 cu ft +  8.00 gal
 17     8.50 gal ( 72.25 lbs)    17 cu ft = 15.87 cu ft +  8.50 gal
 18     9.00 gal ( 76.50 lbs)    18 cu ft = 16.80 cu ft +  9.00 gal
 19     9.50 gal ( 80.75 lbs)    19 cu ft = 17.74 cu ft +  9.50 gal
 20    10.00 gal ( 85.00 lbs)    20 cu ft = 18.67 cu ft + 10.00 gal
 21    10.50 gal ( 89.25 lbs)    21 cu ft = 19.61 cu ft + 10.50 gal
 22    11.00 gal ( 93.50 lbs)    22 cu ft = 20.54 cu ft + 11.00 gal
 23    11.50 gal ( 97.75 lbs)    23 cu ft = 21.47 cu ft + 11.50 gal
 24    12.00 gal (102.00 lbs)    24 cu ft = 22.41 cu ft + 12.00 gal
 25    12.50 gal (106.25 lbs)    25 cu ft = 23.34 cu ft + 12.50 gal
 26    13.00 gal (110.50 lbs)    26 cu ft = 24.27 cu ft + 13.00 gal
 27    13.50 gal (114.75 lbs)    27 cu ft = 25.21 cu ft + 13.50 gal
 28    14.00 gal (119.00 lbs)    28 cu ft = 26.14 cu ft + 14.00 gal
 29    14.50 gal (123.25 lbs)    29 cu ft = 27.07 cu ft + 14.50 gal
 30    15.00 gal (127.50 lbs)    30 cu ft = 28.01 cu ft + 15.00 gal


Kalidnay as presented in Ravenloft
>from Eduardo Kamada <KAMADA@DCC.UNICAMP.BR>

Extracted from Forbidden Lore (an accessory from Ravenloft):

       "In the world of Athas, in the land of the Ringing Mountains, there once was a great city named Kalidnay.  In
its time it was as prosperous as Balic or any other city-states.  It was ruled by the sorceress-queen Kalid-Ma.  Her
iron grip was tempered only by her great vanity.  Kalid-Ma was noted for her strict laws and even stricter
enforcement of them.  Even her own templars were not immune to the law.  Kalidnay had a reputation for being a
harsh but fair city, an extremely unusual reputation for any city in Athas.
       "Her most loyal templar, and secret admirer, was Thakok-An.  A thoroughly vicious man, he retained his post
by zealously enforcing all decrees and constantly extolling Kalid-Ma's virtues, which appealed to her vanity. 
Singing the praises of his queen was easy, since he desired her above all things.  Her approval was so important to
him that if ever it was withheld, he expunged his despair in the tortured bodies of the city's prisoners.
       "The sorceress-queen of Kalidnay was strong in the arts of magic and the mind.  So strong, in fact, that the
sorcerer-kings of the other cities feared her greatly.  Driven by their fear and jealously, they plotted to have her
killed.
       "Thakok-An learned of their plot.  Maddened by the thought of losing the one thing he desired above all, he
sought any means to save Kalid-Ma for himself.  A man who truly loved her would have told Kalid-Ma of the plan. 
Thakok-An chose instead to save her from them and thereby earn her undying devotion.
       "With virtually complete access to the palace, it was an easy matter to pry open the books and tomes of
arcane lore that the sorceress-queen kept.  In them he learned how to metamorphosize her.  The price would be
high, but he did not hesitate a moment to pay it.
       "Thakok-An made his many preparations.  On the eve of the ceremony, he brought his whole family up to the
top of the ziggurat.  One by one he slaughtered them in gruesome fashion.  Their blood soaked the stones of the
ziggurat, staining it in treachery for all time.
       "When the sorceress-queen chanted the final invocation of the metamorphosis spell, the ziggurat cracked.  The
life forces of all the people of the city were drained, save that of Thakok-An, crouched upon the top of the
collapsing.  This was all wrong! Too many people were dying.  From what the templar had read, the ziggurat
should not have cracked, nobody else should have died, and Kalid-Ma would have metamorphosized.
       "Thakok-an awoke amid the rubble atop the broken ziggurat.  He had obviously been struck unconscious by a
falling rock.  The city was empty, the streets devoid of life.  Climbing to the top of the palace towers, he looked for
any signs of people.  He saw instead that Kalidnay now sat on a plateau in a silt sea.  No other land was visible in
any direction.  On the edges of the city, lights and smoke told him that only the center of the city had been made
lifeless.
       "It took a month of labor to clear the ziggurat.  In the dark, twisted corridors below it he found Kalid-Ma. 
Her body was indeed unchanged.  In fact she lived, but slept eternally.  No force has yet been able to awaken her,
nor is Thakok-An sure that he wants her to awaken.  Kalid-Ma belongs only to him, but the victory is ashes in his
mouth." 

       Kalidnay is today an isle in Ravenloft, it is surrounded by silt and it is very difficult, but no impossible, for
characters to reach the Core from this isle.  There are special rules for adapting a DARK SUN character to the
Ravenloft setting.  On Athas, Kalidnay is today a dead city-state, people do not know what happened and the city
is told to be cursed.  In its center lies a cracked ziggurat, much alike that built by Kalak to become a complete
dragon. 


Random Pick Pockets Table
>by Bill Hincks <WHIN3560@URIACC.URI.EDU>

       I developed this table to help me out in city settings when the thieves in the party insist on getting themselves
into trouble.  It's very simple to use and there are not a whole lot of redundancies.  The roll is a simple d100 for
the table and a d100 for the item.  Note:  it is possible to pick pockets successfully and still not find anything.  This
table is designed to represent the common crowd.  If a thief is targeting the upper class only then add whatever
percent you see fit to the percentile roll.
 
01-50  76-87
 d20    d20
  1: empty!                          1: empty!
  2: empty!                          2: bone ring (2cp)
  3: empty!                          3: signal whistle
  4: 1/4 lb. nuts                    4: small flute
  5: 1/2 lb. rice                    5: poison ring
  6: 1/2 lb. raisins                 6: broken bone thieves' pick
  7: mixed herbs (common)            7: writing ink
  8: handful of cotton               8: feather quill
  9: d6 faro needles                 9: 1/8 lb. rare spices
 10: 1/4 lb. cheese                 10: lump of fresh cheese
 11: bone hairclip                  11: small fire kit
 12: small glass bottle (empty)     12: d6 bits
 13: d4 glass marbles               13: d4 bits
 14: 1' twine                       14: d2 ceramics
 15: bone comb                      15: d10 bits
 16: sewing needle                  16: flask of lamp oil
 17: small lump of sealing wax      17: vial of perfume
 18: whetstone                      18: obsidian knife
 19: signal whistle                 19: d6 bone darts
 20: GO TO NEXT TABLE               20: GO TO NEXT TABLE
                                                                            
51-75                              88-93
 d20    d20
  1: empty!                          1: empty!
  2: 1/8 lb. common spices           2: faro fruit
  3: small block of salt             3: 1/2 lb. rare spices
  4: dried meat                      4: 1/8 lb. exotic spices
  5: fire kit                        5: d6 candles
  6: empty waterskin                 6: rare feather
  7: 1lb. raisins                    7: glass bottle (full of nectar)
  8: cloak pin                       8: written note (about a meeting)
  9: candle                          9: bone knife & scabbard
 10: small square of canvas         10: vial of writing ink
 11: scrap of torn silk             11: pouch of dried paints
 12: small piece of carved wood     12: magnifying glass
 13: common animal feather          13: d4 ceramics
 14: smooth stone                   14: d20 bits
 15: stick of chalk                 15: d10 darts
 16: lump of stale bread            16: vial type A poison
 17: 1 bit                           17: 3 springs of morning glory
 18: d4 bits                        18: 1 ornamental stone (15cp)
 19: plain brooch                   19: 1 vial type G poison
 20: GO TO NEXT TABLE               20: GO TO NEXT TABLE  
 
93-95  99-00
 d20    d20
  1: empty!                          1: empty!
  2: 1/2 lb. exotic spices           2: d3 vial of random poison
  3: d4 ceramics                     3: 4 vials of random poison
  4: d6 ceramics                     4:  d4 silvers
  5: d8 ceramics                     5: d20 ceramics
  6: d10 ceramics                    6: gold
  7: d12 ceramics                    7: d100 bits
  8: d4 bits                         8: d100 ceramics
  9: d12 bits                        9: magical potion fruit
 10: d3 ornamental stones (15 cp)   10: steel dagger + scabbard
 11: 1 semi-precious stone (75 cp)      11: precious gem (75 sp)
 12: written note (elicit meeting)           12: d2 gold
 13: 1 silver                       13: d10 vials random poison
 14: d4 ornamental stones           14: d10 ornamental stones (15 cp)
 15: precious bone comb (10 cp)     15: d8 semi-precious stones (75 cp)
 16: crafted wooden figurine (d20 cp)        16: small random magic item
 17: 1 vial poison type F           17: hand trap
 18: bone dagger & scabbard         18: good haul roll twice more
 19: d3 thistle roots               19: great haul roll twice more and
 20: GO TO NEXT TABLE                   add 10% to percentile rolls
       20: haul of the century roll three more times
                                   and add 15% to rolls 

96-98
 d20
  1: empty!
  2: 1 vial random poison
  3: d10 ceramics
  4: d4 ornamental stones (15 cp)
  5: semi-precious stone (75 cp)
  6: d2 silvers
  7: d4 vials random poison
  8: d3 sun pears
  9: 1 deadly creeper in ceramic ball
 10: 3 clumps of rockweed
 11: bone bards' friend
 12: bag with magic mouth on it
 13: silver ring (2 sp)
 14: d4 silvers
 15: fancy stone (15 sp)
 16: jeweled brooch (30 cp)
 17: steel knife & scabbard
 18: 3 rations food
 19: young hurrum
 20: GO TO NEXT TABLE
 

Tattoo Techniques
>by Greg L Dufner <DUFNERGR@STUDENT.MSU.EDU>

       Before the advent of electricity there were two particularly popular methods of giving a tattoo.  Both of these
techniques would be quite easy to employ on Athas, especially with the use of a healing spells or other magical
catalysts.
       The first technique consists of dipping a sharpened piece of bamboo, or cactus needle, into a jar of ink and
then piercing the flesh of the recipient with the coated needle.  After the needle is withdrawn the ink remains in
the flesh.  While this sounds barbaric and crude, incredibly complicated and detailed drawings can be achieved.
       The second techniques consists of using fine toothed combs dipped in ink.  These combs could be carved from
wood, created using needles, or with the use of magic, such as the spells to shape bone or wood.  In this techniques
the combs are dipped into the ink, placed on the skin, and tapped with a hammer.  The tips puncture the skin and
the comb is withdrawn, leaving the ink in the skin.

HEALING
       After a tattoo is given, it takes 5 to 14 days to heal completely, on a normal man.  During the healing process
the tattoo must be kept clean, coating with some type of healing salve would do the trick on Athas.  If the tattoo
becomes infected, the art work will be destroyed as the body tries to eject any foreign material, ink included.  In
game terms this event is up to the DM, but total healing time should be based on the Constitution of the recipient,
or the use of the Healing NWP on the new tattoo on a regular basis.  A healing spell will automatically heal a
tattoo and help insure color set.

MATERIALS
       The materials used to give tattoos are all readily available on Athas.  Needles can be obtained from cacti--the
hollow needles of a spider cactus are especially valued, as they hold more and can be used for multiple injections
before they need to be re-dipped.  The inks can be obtained from the same sources as clothing dye is, and
someone with the brewing NWP or the skill to craft poison can fashion an especially vibrant range of colors. 
(Another source of income for Bards?)  These inks can range in price from several bits to several silver pieces
depending on the quality and color fastness of the ink.  Once again this is left to the DM's discretion, as are the
prices and availability of the needles or combs.

TATTOOED SPELLS
       These spells are treated in much the same way as tied (quipu) spells.  The words are not actually written on
the skin, but a pattern is determined by the recipient and a series of raised scars are carved into the flesh.  The
pattern of the scars determines the pattern that the spell caster must follow.
       When these tattoos are given, no healing magics can be used as the wounds must scar excessively.  At the end
of the healing process a System Shock must be made or a permanent loss of 1 hit point will result.  If healing
magic is used, the scars will not develop and the tattooing will leave only a pretty picture.  These tattoos also tend
to be very large.  For every level of the spell assume that the tattoo must cover one square foot.  The tattoo must
also be easy to touch and follow with ones fingers.  These spells will never exceed third level, as some of the
energy from the spell will be drawn from the tattoo each time it is cast.  Casting a first level spell chills the caster,
while a third
level spell could put the caster into fits of shivering and a traumatic cold spell.  A higher level spell could leave the
caster frozen in the spot from which he cast the spell.


Carving up an Erdlu
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

       Here are some of the tidbits I learned from an article on ostrich farming published in The Raleigh News &
Observer that I think you might find useful.  See, I've always imagined erdlu to be somewhat similar to ostriches. 
Anyway, while ostriches average 6' tall (up to 8') they weight 300-400 lbs, which is a tad short and a bit heavier
than erdlu.  I only mention this fact since you might want to adjust the following. 
       Ostriches lay more than 100 eggs a year.  When slaughtered at 18 months, one ostrich produces 100 lbs of
meat (red meat which tastes like beef and is lower in fat & cholesterol than chicken and fewer in calories than
most meats, for all you adventurers watching your weight :-) ), 14 square feet of leather, and 56 pounds of feathers. 
Oh, and their forward kick delivers 500-pounds-per-square-inch of force (enough, the article says, to cave in a car
door).  In addition, almost all of their body has a use:  oil for cosmetics, eyelashes for paint brushes, bones for
bone meal, innards for fertilizer, and feathers for fashion & feather dusters. 
       Now, we might assume that a female produces 1 egg every 4 days.  Since an erdlu tends to weigh less (200
lbs) but be taller (7') than an ostrich, we might guess that when slaughtered one produces 66 lbs of meat (1/3 of
body weight), 10 square feet of leather (just a guess based on less body mass), and 0 lbs of feathers (since they are
featherless).  I don't see why their body parts can have similar uses to those of ostriches, above.  


THE Great Debate:  with an Introduction by the Editor
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

       The argument began with the release of the DS material, and I've watched it played out numerous times in
the various role-playing lists and newsgroups.  IS Athas the future of another one of TSR's settings?  The following
articles address this question.  Note that when the authors of the next two articles wrote their pieces, they--to the
best of my knowledge--were unaware of each other's articles.  However, I would like to use the juxtaposition of
their submissions as occasion to address this debate. 


Is Greyhawk Athas?
>by Justin Bacon <JUSTIN.BACON@TDKT.MN.ORG>

       When the Dark Sun boxed set first came out there were about four responses to its contents: 
         1.  "It's for munchkins!"
         2.  "Well, looks cool--lets play."
         3.  "Wonder what its history is like? Well, perhaps.."
         4.  "Do you think maybe its really Faerun (Forgotten Realms) thousands of years later, after some
         horrible holocaust?" 
       This essay, indirectly, stems from the fourth concept. Shortly after a heated thread on whether or not Faerun
and the land of the hot sun could possibly be the same, I picked up two new TSR items:  The Forgotten Realms
Campaign Setting for the 2nd edition, and the Greyhawk From the Ashes boxed set.  Both of these sets got me to
thinking and then late one night I decided that, judging from the history of our own world, people generally tend
to settle somewhere and then STAY settled there.  Even with wars and new rulers the cities stay in basically the
same place. 
       To test to see if Faerun and Athas were indeed the same world only need a ruler and a little geometric sense. 
So I pulled out my ruler, shook out my geometric sense and found a common point of interest:  Faerun's large
desert and the Sea of Silt.  Unfortunately no solid connections were found on any of my attempts and I decided
that, indeed, Faerun showed no indication of actually being Athas thousands of years in its past. 
       So I boxed up the Forgotten Realms set and was about to call the project quits when I noticed my new
Greyhawk boxed set still lying open with its contents spilled across the floor for study.  Scooping up that map and
using Greyhawk's large desert as an equivalent Sea of Silt I discovered some amazing similarities.
       [NOTE:  With new releases from TSR this information no longer jibes  with their tales of world creation, etc. 
But, personally, their tales contradict the boxed set as far as I can see.  Personally, whatever tickles your fancy is
what you should use... if you don't own supplements besides the boxed set, don't worry about it.] 

Greyhawk City  Athasian City
Hokar       Draj
Cryllar        Raam
Veluna City    Urik
Exaj        Tyr
**             Nebeng (Editor's note:  I assume the author meant Nibenay)
**             Gulg
[off map]      Balic
*              Guistenal
Teshra      Altaruk
[off map]      Salt View
[off map]      Mud Palace
[off map]      Bodach
Rushmoors      Blackview

       When I first posted this to the FidoNet it caused quite an uproar--both from horrified Dark Sun fans that I
should try to "taint" their world with a connection to Greyhawk (or vice versa); and from those who thought this
theory held as much merit as any other (and some actually were going to put it into use). 
       When questions were raised such as, "What's the point?" I mentioned several campaign ideas I had already
come up with for use with this scenario (or a similar one from Faerun).  Several of these are added on for this
final work:

 * Adventure Ideas *

1.  You run a campaign in standard Greyhawk. The notable difference is that as the campaign runs down you
conclude it with an epic journey with the sole purpose of retrieving the "soul gem"--actually it is a soul gem.. of the
world. Unknowingly by removing this stone the PCs have doomed the world to Athas's fate.  After this conclusive
journey, you should retire the PCs and start a new campaign under Athasian's hot sun.  In Athas you should have
the PCs puzzle out the previous party's "dirty work" and then restore the soul gem to its rightful place at the
Universe's Center.
       Possible Expansions:
       --Well, how are they going to get the gem?  Someone in power probably has it--result, major slave revolt in
which the party manages to coerce the slaves into revolt (or convince them into it) and set up a "free" city-state
(though I hear this has now become novelized, when this was first put on the FidoNet no such novel was present)
       --the Universe's Center is in fact under the reign of another Sorcerer-King, you probably do not have the
option of all out war after the recent slave revolt and the new found freedom of the people, but subterfuge is
always an option....
       --instantaneous change--with the return of the soul gem to its proper place, green grass sprouts and the world
returns to its pristine shape. (Sorcerer-Kings and defiler magic disappear from the face of the earth--a result of
corruption of the loss of the soul gem (note, the Sorcerer-Kings die because they depend so largely upon defiler
magic to keep them alive); what if The Dragon is actually a Gold Dragon and as the corrupted Dragon attempts to
stop the players from reaching their goal of the Universe's Center he reaches there just too late and as the
universe springs eternal once again he's revealed in his full glory as a gold dragon; or what if each of the other
Sorcerer-Kings is, in fact, a dragon perverted and corrupted into their current forms--the corruptions of the loss of
the soul gem are infinite and varied--this is an epic campaign).
2.  (from a response by Jeremy Richard, not on the Internet, to my original. posting of this essay:)  Here is some
conjecture based on of other peoples findings:
       Greyhawk is dying, TSR knows it, to keep it alive they pull a "Blackmoor" and design a future version of that
world.  TSR KNOWS that Greyhawk suffers from power imbalances(like I posted before) so they decide to exploit
this and "fix" the problem by expanding the power of the game all together (allowing normally godlike attributes,
and super high levels) thus creating SOME semblance of game balance. 
       Now, lets think about this, what happens if all magic suddenly leaves Greyhawk (I won't theorize as to the
cause, it could be many things), seeing as Greyhawk has a HUGE magic dependency this in of itself would cause
massive havoc, death, and ruin. Let's also say that the gods in Greyhawk are destroyed(or cut off from Greyhawk)
when the magic goes away so Oerth can no longer support them (or they cannot communicate with the world).
Several thousand years of magic dead (or magic super-low) time passes, people begin to forget about magic and a
lot of the old tomes are lost and destroyed. Eventually the magic returns, but the gods don't, someone eventually
discovers MAGIC IS WORKING AGAIN, but due to a lack of some of the key tomes becomes a defiler (not
ABLE to learn how to do magic the right way). Now let's assume that either 
       A:  This Defiler has a Nazi like hatred of gnomes (this guy is going to be almost unstoppable as no one else
has any serious magic to fight him) and he decides to wipe them out.
       B:  More likely from what I read this guy wakes up the racial destroyer guys and the gnomes get wiped before
anyone knows what is happening. 
       Around this time other mages start popping up (not as powerful as this guy) as he trains apprentices and
other people catch on. Due to the rarity of really deep/serious magic tomes more defilers appear than guys with
the ability to do magic right (true mages).  Wars start to break out, magic (mostly defiling magic) is in heavy use
and the racial destroyer dudes all show up.  In the course of the battles the world is destroyed and Athas is born.... 
       I THINK that Athas can be reached by plane travelling, to explain the fact that it's not Spelljammer
compatible TSR might say that when the magic left Greyhawk was popped into an alternate prime material plane
where there is no wildspace or Spelljammer technology (the magic was no longer around to sustain it's presence).
Since the gods are gone, and the elemental planes are Constant (they exist, and can be accessed by ALL prime
material planes) the people began channeling power (clerical style) from there.... 
       This fits all the information I have seen, and it DOES link Greyhawk and DS, and does a good job of it. This
is just sneaky enough for TSR.... 
       Now, I'm sure everyone has their theory as to what the real story is here.  If I am correct TSR will do two
things...
1st:  Eventually release a low (or no) magic AD&D world designed to be less fantastic than the other AD&D
worlds, which will be set in the no-magic time of Greyhawk. One possibility is that there will be some Cthulu-like
elements with these super-racial-destroyer guys lurking in the background. 
2nd:  Release an official AD&D book/supplement series to make a quick buck and tie everything together.  I can
see the marketing gimmicks for the 60 years in the making, ultra Greyhawk campaign, YOU can adventure in the
three eras of Greyhawk'.  Just a theory.... 
3.  This is actually just a suggestion, anything you do to "bridge the gap" between these two worlds should be of
epic proportions.  Rely on descriptions and role-playing more than stat rolling and big monster fights.  Rely on a
sense of wonderment to astound your players and fill them with the feeling their characters actually did something. 
Think Tolkien, think Weis and Hickman, think Leiber. 


Summary of Athasian History:  Why Athas is not Another Setting's Future.
>from Neodig Beowulf <PHY_SHAFFER@EXODUS.VALPO.EDU>

       In the paperback The Cerulean Storm, the fifth book in the Prism Pentad, they reveal that Athas had 3 ages, a
Green age, a Blue age, and the Present Age (I'd call it the Crimson Age, or perhaps the Nasty Brown Age).
       If anyone plans on reading this book you might want to skip this....
       In the Blue age there were only halflings.  They only used a certain kind of clerical magic to live in harmony
with their world.  But somehow they screwed up and poisoned their seas.  I would like to point out that the
halflings of this age seem almost like quasi gods.  Realizing that they had screwed up, and they were dying out as a
race, they all made a pilgrimage to the pristine tower.  As they walked, new forms of plants and animals leaped
from their footprints.  Some were overcome with the poison, and fell, and from their bodies, the new races:
humans, orcs, dwarves, et al., and all of the horrific monsters, sprung.  The halflings that made it to the pristine
tower worked a change on the world, and stopped the poisoning.  However, they were changed into their present
Athasian halfling form.  Thus ends the Blue age, and began the Green age.
       The Green Age appears to have been like many other ADND ages, but no magic existed, clerical elemental
magic went into decline, and the Way (psionics) held sway as the major power source.  Towards the end of the
age, one of the most mutated creations, but also the most brilliant, Rajaat, discovered a brand new power source: 
Magic.
       Here I would like to interject something,  Since all magic, and magical teaching come from Rajaat, it would
be safe to assume that he found the life force in plants and animals, a sufficient power source for all magic.  He
did not discover, as on Toril, Oerth, and Krynn, the use of using the Positive and Negative Material planes as
energy sources.  This would make Athasian magic, fundamentally different from Standard AD&D Magic.
       Rajaat was also, unfortunately, quite mad.  He thought that all of the non halfling races, including himself,
were unnatural aberration and should be wiped out.  He only used the humans, because they made the best mages. 
After all of the non-halflings were wiped out, Rajaat planned to kill them (including his servants:  Borys and the
Sorcerer Kings.  This is why they rebelled.) 
       The Cleansing Wars (A Nazi skinhead's dream) were powered by the life force of Athas.  Thus the planet was
wasted, not only by those defilers fighting the wars, but also in the civil war of Borys versus Rajaat.  When Borys
was transformed into The Dragon, and Rajaat imprisoned, The Green age ended and the Present age began.
       Thus Athas is not the post apocalyptic version of Toril, Krynn (wouldn't that be neat) or Oerth.              --------------------------------------------------

                          4. NONWEAPON PROFICIENCIES

              --------------------------------------------------


Give Tattoo
>by Greg L Dufner <DUFNERGR@STUDENT.MSU.EDU>

1 slot (2 for people with out the drawing NWP) / DEX / general

       This proficiency allows the user to give tattoo and allows the user to craft his own tattooing needles (or
combs).  A proficiency check is made during the tattooing process.  The role is modified by the complexity of the
tattoo.  A simple tattoo, such as a geometric pattern, is unmodified, while a complicated tattoo is more difficult,
say the Dragon holding up the dark sun might be modified by -4.  Size also plays a role, the larger the tattoo the
easier it is to draw, the smaller the more difficult.  A successful tattoo results in proper color set, good art work
and clean healing (assuming proper care).  A failed check could result in several things:  bad color set, botched art
work, or improper healing or excessive scarring.  These results should be determined by the DM, with the severity
being determined by the degree of the roll's failure.


Read/Tie Quipu
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

1 slot / INT -1 / priest and wizard groups, as well as the trader class

       The character can read and tie quipus.  Quipus are a means of recording information by the use of knotted
strings of differing colors and lengths.  Since each culture ties their quipus uniquely, the character must select the
language in which he is proficient; examples are Common, Elven, and Halfling.  Other options may exist to these
standard languages, such as the dialect of the merchant houses, at the DM's discretion.
       Whenever, a PC attempts to read or tie a new quipu, a proficiency check must be made.  A failed check
means that the quipu is unreadable by that character until he gains a level.  When tying a quipu, characters add
any reaction adjustment for high or low dexterity as an additional check modifier; for example, a PC with a DEX
of 17 would need to roll under his INT +1 (since -1 + 2 = +1).   In this case, a failed check means that the quipu
has been tied incorrectly and is unreadable.  On a roll of 20, the character misreads/misties the quipu in such a
manner that the mistake is undetectable and results in an outcome to the character's detriment (e.g., a spell
memorized from a mistied quipu might not function or have the reverse effect).
       Additional languages may be added by devoting more slots.  This proficiency does not convey the ability to
read quipus from ancient cultures.

              --------------------------------------------------

                              5. TIME & MOVEMENT

              --------------------------------------------------

The years in a King's Age
>by Michael LeSeney <?>

       Being an amateur astronomer, and a avid fan of the earth sciences (I am a meteorologist, by the way) I was
interested in the Athasian calendar.  Not much info is given in the guides, but what is given has lead me to a
question that popped into my mind. According to the book, the Athasian calendar progresses on a 77 year cycle,
following two astronomical phenomena.  A 7 year lunar cycle and a 11 year (I would suppose comet/meteor
shower) peak in astrological activity. I looked over the pattern of year naming and found it somewhat hard to
follow by just looking at the 18 different names.  So being an industrious scientist I wrote a fortran program to list
the years and their corresponding names. 

year # | year name                     year # | year name

   1   | Ral Fury                      40   | Mountain Defiance
   2   | Friend Contemplation          41   | King Reverence
   3   | Desert Vengeance        42   | Silt Agitation
   4   | Priest Slumber                43   | Enemy Fury
   5   | Wind Defiance              44   | Gunthay Contemplation
   6   | Dragon Reverence              45   | Ral Vengeance
   7   | Mountain Agitation            46   | Friend Slumber
   8   | King Fury                     47   | Desert Defiance
   9   | Silt Contemplation         48   | Priest Reverence
  10   | Enemy Vengeance               49   | Wind Agitation
  11   | Gunthay  Slumber              50   | Dragon Fury
  12   | Ral Defiance                  51   | Mountain Contemplation
  13   | Friend Reverence              52   | King Vengeance
  14   | Desert Agitation              53   | Silt Slumber
  15   | Priest Fury                   54   | Enemy Defiance
  16   | Wind Contemplation         55   | Gunthay Reverence
  17   | Dragon Vengeance              56   | Ral Agitation
  18   | Mountain Slumber              57   | Friend Fury
  19   | King Defiance              58   | Desert Contemplation
  20   | Silt Reverence             59   | Priest Vengeance
  21   | Enemy Agitation               60   | Wind Slumber
  22   | Gunthay Fury                  61   | Dragon Defiance
  23   | Ral Contemplation          62   | Mountain Reverence
  24   | Friend Vengeance              63   | King Agitation
  25   | Desert Slumber                64   | Silt Fury
  26   | Priest Defiance               65   | Enemy Contemplation
  27   | Wind Reverence             66   | Gunthay Vengeance
  28   | Dragon Agitation              67   | Ral Slumber
  29   | Mountain Fury                 68   | Friend Defiance
  30   | King Contemplation         69   | Desert Reverence
  31   | Silt Vengeance             70   | Priest Agitation
  32   | Enemy Slumber                 71   | Wind Fury
  33   | Gunthay Defiance              72   | Dragon Contemplation
  34   | Ral Reverence              73   | Mountain Vengeance
  35   | Friend Agitation              74   | King Slumber
  36   | Desert Fury                   75   | Silt Defiance
  37   | Priest Contemplation          76   | Enemy Reverence
  38   | Wind Vengeance             77   | Gunthay Agitation    
  39   | Dragon Slumber



              --------------------------------------------------

                              6. KITS & CLASSES

              --------------------------------------------------

Cerebral Knight
>by Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>

       The cerebral knights are a class of characters, who train in both psionics and the art of warfare. They believe
that in order to become master warrior (or knight) it is just as important train and discipline the mind as it is to
exercise and develop the body.  In fact, the two must go hand in hand, because the body and mind are one, and
must thus be trained together.
       Anyone who is eligible to become a psionicist, and has a strength and constitution of at least 13, may become
a cerebral knight. Thus the ability requirements are: STR 13, CON 13, INT 12, WIS 15.  A cerebral knight may
NOT be multi-classed, and must be lawful in alignment (there is in fact a very strict ethos, which must be followed
at all times, see below).
       Cerebral knights advance as shown on the table below. They get d8's for hit dice and are allowed the fighter
constitution bonus as well as percentile strength. They may become proficient with any weapon, and are allowed to
specialize in a single one. They use the fighter combat values and get multiple attacks just as fighters do. They may
use any magical item allowed to either fighters or psionicists, but may never own more than 10 such items. In
addition, they have the same armor restrictions as psionicists do (or suffer the same consequences if the optional
rules about heavy armor are used).

       Level   Experience  Hit Dice    Psionic        Power   
                  Points         (d8's)      Disciplines    Slots
      1       0     1         1         4
      2   3,000     2         1         6
      3   6,000     3         1         8
      4       12,000     4         2            10
      5       25,000     5         2            12
      6       50,000     6         2            13
      7      100,000     7         2            14
      8      200,000     8         2            15
      9      400,000     9         3            16
     10      700,000     10        3            17
     11    1,000,000     10+2      3            18
     12    1,300,000     10+4      3            19
     13    1,600,000     10+6      3            20
     14    1,900,000     10+8      4            21
     15    2,200,000     10+10      4           22
     16    2,500,000     10+12      4           23
     17    2,800,000     10+14      4           24
     18    3,100,000     10+16      4           25
     19    3,400,000     10+18      5           26
     20    3,700,000     10+20      5           27

       Cerebral knights do not gain access to the metapsionic discipline, but are free to choose any of the others.
Unlike psionicists, they do not gain defense modes automatically, but have to learn them (defense modes can
always be learned, even if the cerebral knight does not have access to the telepathic discipline). In order to learn a
psionic power, the psionicist must spend psionic power slots. It costs 1 slot to learn a devotion, and two slots to
learn a science (it is permitted to save psionic power slots and spend them in the future). The cerebral knight starts
out with 10 PSP's and at every level (including first) rolls a d10 to see how many additional PSP's are gained. They
do get extra PSP's for high wisdom scores just as psionicists do. This is summarized below 

       WIS Score     Bonus PSP's
       15        0
       16       +1
       17       +2
       18       +3
       19       +4
       20       +5
       21       +6
       22       +7
       23       +8
       24       +9
       25      +10

       A cerebral knight starts out with 4 weapon and 4 non weapon proficiencies. New proficiencies are gained
every 3 levels. There is a -3 penalty for using a weapon without being proficient in it.  Non-weapon proficiency
slots may be spent on general, warrior or psionicist proficiencies.
       Cerebral knights use the following saving throw table:

       Paralyzation,     Rod,       Petrification          
       Poison, or        staff,         or                       Breath
Level  Death Magic  or Wand Polymorph        Weapon    Spell
1-2     14          16        13        17       15
3-4     13          15        12        16       14
5-6     12          14        11        15       13
7-8     10          12        10        13       12
9-10     9          11         8        12       10
11-12 8      10         7               11        9
13-14 6       9         6          9          8
15-16 5       8         5          8          7
17-18 4       6         3          7          6
19-20 3       5         2          5          5
21+      2           4         2         4        4

       Cerebral Knights belong to a very strict and disciplined order.  Loyalty to the order, and strict adherence to
the code of conduct is of paramount importance. The code of conduct is summarized below:

1) The Knight owes absolute loyalty to the order and shall always follow its commands to the best of his/her ability. 
2) The Knight shall obey the commands of higher order knights.  Higher order knights shall not abuse this for
personal gain.
3) The Knight shall always treat other Knights with respect and courtesy. Fighting between knights (other than for
       practice or demonstration) must be avoided at all cost.
4) The Knight shall never abuse his/her abilities and training, as this reflects badly upon the order as a whole. 
5) The Knight shall be diligent in his/her training, and shall not look for training outside the order, nor shall he/she
       offer to train others (except as authorized by the order).

       Besides those powers already mentioned, the cerebral knight gains the following as he/she advances in level.

       4th Level (Initiate) 
         -- +1 to initiative
         -- is surprised only on a 1 or 2 (d10)

       8th Level (Knight)
         -- +1 to initiative
         -- +1 to save vs mind affecting spells
         -- is only surprised on a 1 
         -- immune to 1st level illusions
             
       12th Level (Master)
         -- +1 to initiative
         -- +2 to save vs mind affecting spells
         -- immune to 2nd level illusions
         -- +1 to hit and damage              
         -- is never surprised
         -- may open his/her own school and train cerebral knights 

       18th Level (Grand Master)
         -- +2 to initiative
         -- immune to mind affecting spells
         -- +2 to hit and damage               
         -- immune to all diseases

All bonuses are cumulative          

       The Great Master is the overall head of the order of cerebral knights. This office is always conferred for life
onto the 'most worthy candidate' by a general assembly of all masters. This 'most worthy candidate' is not
necessarily the highest level cerebral knight in the world, in fact any master may occupy this position, but the Great
Master has some authority over (and responsibility to) all other cerebral knights (even those of higher level).



PRIEST KIT

Elemental Healer
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

       Description:  Minor access to the Sphere of the Cosmos limits the curative abilities of most Athasian clerics. 
While druids and templars can wield these powers, the average person never encounters a druid and cannot afford
a templar's services.  That is why, of all priests on Athas, perhaps none are more important to the common man
than elemental healers.  These select few are elemental clerics who wield curative powers beyond their peers.  
       The requirements for becoming an elemental healer are strict.  Only clerics may become elemental healers;
druids and templars cannot.  Furthermore, only a single-classed human with a minimum Wisdom of 17, a
Constitution of 13, and a Charisma of 14 may take this kit.  He must maintain a certain degree of detachment in
order to selflessly fulfill his commitment to helping those in need; thus, at least one aspect of the healer's
alignment must be neutral.  In addition, he is not allowed to profit from his powers; thus, he cannot be evil. 
Finally, he must possess a psionic wild talent relevant to healing, such as any of the following:  complete healing,
absorb disease, cell adjustment, forced symmetry (in DK), lend health, or suspend animation.
       Role:  The elemental healer's main purpose is to heal the wounds and diseases of others.  As an initiate, he
displays a talent for the art of healing.  Through careful study and meditation, he gradually assumes one of the
most important positions in his temple, where he is called upon to intervene in the most serious cases of injury. 
This prominence makes him an important figure in the local community, and most citizens treat him with great
respect.  Unfortunately, fellow clerics sometimes become jealous and attempt to undermine the healer's efforts or
warp his deeds to suit their ends.
       As a player character, the healer must fulfill obligations to both temple and community.  Thus, this kit fits
well into a campaign that centers around a particular geographic area.  However, the PC can go on extended
adventures; the DM and player simply need to be creative in explaining the reason.  For example, since the PC's
temple has a exceptionally large number of elemental healers, it has given the PC permission to travel the wastes in
order to act as a representative of the temple's power. 
       Weapon proficiencies:  Elemental healers favor bludgeoning weapons, but are not restricted to these.  They
must, however, abide by the restrictions of their elemental plane of worship.  For example, an elemental healer of
air would prefer slings over bows and would only stoop to using a long sword under dire circumstances.
       Nonweapon proficiencies:  Bonus:  Healing, Herbalism.  Recommended:  Local History, Modern Languages
(those common to his patients), Reading/Writing, Religion.
       Equipment:  Elemental healers may use any weapons or armor appropriate to their class.  In addition, he
must purchase a white tabard decorated with the insignia of his temple (e.g., a flame for a fire cleric, a tornado for
an air cleric) for a minimum of 15 cp.
       Special benefits:  Unlike other clerics who can cast only elemental spells above third level (until they reach
21st level, see DK), the elemental healer gains additional access to all spells normally considered part of the
Sphere of Healing:  cure serious wounds, fortify, neutralize poison, cure critical wounds, and heal (note that he
does not gain access to spells from the Sphere of Necromancy, such as resurrection).  Of course, he must be of the
appropriate level to cast each spell and abide by the spell progression table in the PHB.  Furthermore, he can only
cast these spells in their "true" form--he cannot cast them in reverse (e.g., cause critical wounds).
       Due to his exceptional talents, the elemental healer receives a bonus whenever casting spells that restore
hitpoints.  Healers from first to fifth level cure one additional HP of damage per spell; those from sixth to tenth
level cure two additional HPs of damage; and those eleventh level and above cure three additional HPs of damage
per spell.  This bonus also applies to HPs recovered by the use of the healing proficiency.  For example, a seventh
level healer using his healing proficiency would cure 1d3+2 HPs on the round immediately after a wound is
inflicted and allow those under his care to recover 2 additional HPs per day (e.g., 3 per day of travel instead of 1).
       Elemental healers are known by their white tabards.  When wearing this attire, the elemental healer gains a
+3 reaction bonus in dealing with individuals from most intelligent races.
       Special hindrances:  Since only the larger temples have elemental healers, and since each temple has only a
very small number of them (perhaps as few as 2d4), most are required to remain near their temple the majority of
the time (80%).  However, temples with relatively large numbers of elemental priests sometimes allow one to
journey the wastes in search of those in need.  Whenever he wishes to leave the city on an extended expedition, the
priest must petition his superiors.  The DM should use this opportunity to encourage good role-playing, being
stricter on players who abuse the privileges of this kit.  Some reasonable petitions include traveling to the city's
client villages to check on the health of their populace, accompanying the city's army in time of war, and answering
the call to treat an epidemic in an Elven tribe.
       The garb of the elemental healer allows most people to recognize him, and the hurt and wounded flock to his
side, hoping for relief.  Thus, the healer often finds it difficult to escape detection.  While he is permitted periodic
rests from the obligation of wearing his tabard, frequent abuse may lead to retribution from his temple and the
elemental powers of his plane of worship.  Again, the DM should be stricter with players who abuse the kit.
       The elemental healer cannot turn down an urgent call for healing, regardless of it source.  He must render aid
to the best of his ability or face severe retribution, such as lost access to healing spells or the loss of his spell-
casting abilities altogether.  For game purposes, the healer must cast any appropriate spells and use any magical
items (scrolls, potions, etc.) to save the victim's life.  If he has no healing spells memorized, he must use his healing
and herbalism proficiencies to the best benefit.  If the patient's needs are minor, the healer may direct him to
another cleric nearby.
       The elemental healer always prays for healing spells first until he has memorized a minimum of one healing
spell per level of experience.  He must include at least one of each healing spell he is able to cast; should he not
be able to memorize all the healing spells in a given level, he may choose among them.  For example, a seventh
level healer needs to memorize at least seven healing spells, including both cure light wounds and slow poison, but
since he can pray for one fourth level spell only, he must choose among cure serious wounds, fortify, and neutralize
poison.  After at least seven spells are memorized, he would memorize any additional spells (e.g., the 7th level
healer could memorize additional third level spells, and any bonus spells for high Wisdom).  This restriction
severely limits the non-healing spell capabilities of the cleric at lower levels.
       Wealth options:  There are no special limitations on the starting wealth of an elemental healer.  He is not
allowed to accept payment of any kind for services; however, it is not uncommon for generous patrons to make
donations to the healer's temple.              --------------------------------------------------

                                 7. PSIONICS

              --------------------------------------------------


Psionic Book Errata
>from Eric Tunon <TUNON@NOVAVAX.NOVA.EDU>

The errata page for the CPsiH, as published by TSR, follows: 

Psychokinesis Discipline

       The following psychokinetic devotions do not require Telekinesis as a prerequisite:  Animate Shadow, Control
Light, control Sound, Molecular Agitation, Soften, and Telekinesis.  All others have Telekinesis as a prerequisite.

Telepathy Disciplines

       Telepathic Defense modes have no prerequisites.  All prerequisites should be ignored!  A character does not
need access to Telepathy to get Defense modes.

       The mind link power is not a prerequisite for the following powers:  Empathy, ESP, Identify Penetration,
Incarnation Awareness, Psychic Impersonation, Send Thoughts.  Mind link has never been a prerequisite for: 
Ejection, Conceal Thoughts, Contact, Life Detection, Mind Bar, Psionic Blast, and Psychic Messenger.  Mind Link
is a prerequisite for all other Telepathic powers.

       Psychic Crush should be a devotion and Psionic Blast should be a science.   

       All references to Telepathic power (or prerequisite) should be changed to mind link power instead. 

       On page 75 the heading for Fate Link power is missing.

       Ego Whip and Mind Thrust both require contact as a prerequisite.

Psionic Monster list

       Brain Mole:  References to the amplification power should be changed to Psychic Drain.  Also, Mind Thrust
is a Telepathic Power not Metapsionic.

       Intellect Devourer (adult):  References to the Amplification powers should be changed to Psychic Drain. 
Also, Ectoplasmic Form should be listed as Discipline not a science.



Wild Talent Tables
>by Anthony Thompson <ST004385@BROWNVM.BROWN.EDU>

       Just a few words, though.  They reflect the fact that in order for there to be much of a population there has
to be a certain amount of people who have defense modes as well.  Anyone who has used the CPsiH wild talent
tables has probably had the problem where PCs with attack modes run rampant with just about all non-psionicist
NPCs because their lack of a defense mode.  Of course, you could simply make a lot of the NPCs have them, but
if you are supposedly going according to the CPsiH tables, that doesn't make statistical sense. This attack-mode vs.
no defense mode problem is even more pronounced if one tries to use psionics in a non-DARK-SUN setting/world,
where no one who is a non-psionicist (a lot of people!) has a defense mode.  The fact that everyone has at least
one psionic power is what for me makes it the only place where I can really allow psionics into my games, for they
are simply too powerful anywhere else.  Again, if you use the wild talent tables in the CPsiH, the fact that so few
people have defense modes gives rise to the same problem.  I have therefore opted to increase the chance that a
given NPC has a defense mode so that about 3 in 10 NPCs have one.  Now, if an important but not-too-powerful
NPC (yes, they can exist :) is attacked by a player, you are not too entirely off your statistical rocker to give
her/him a defense mode :D
       Also, to make things fit correctly, I made up a few new psionic powers.  I don't have the CPsiH right in front
of me, so I'm not sure if some of the powers on the table are new or not, especially since I made it about 6 months
ago.  You can make them up on your own, make it a reroll, substitute another power in its place, or ask me to
post/mail how I have them worked out in my system (aiding my feeble memory by telling me which ones are really
new, of course :)  Well, long disclaimers aside, here it is...

>editor's note:  I inserted (new?) where I found a power that wasn't in CPsiH or DK<


                     Psionic Wild Talents, Table 1

01-02:  Choose one on this table.       48-53:  Thought Shield 
03-05:  Roll twice on this table.       54-59:  Mental Barrier 
  06:  Aversion                              60-65:  Tower of Iron Will 
  07:  Conceal Thoughts             66:  Combat Mind 
  08:  Mind Bar                              67:  Hear Light 
  09:  Awe                                        68:  Feel Sound 
  10:  Dream Travel                    69:  Know Direction 
  11:  Psychic Messenger            70:  Danger Sense 
  12:  Psychic Impersonation                      71:  Spirit Sense 
  13:  Heightened Senses                     72:  Control Sound 
  14:  Expansion                             73:  Animate Object 
  15:  Flesh Armor                           74:  Suspended Animation 
  16:  Displacement                          75:  Biofeedback 
  17:  Body Control                          76:  Body Equilibrium 
  18:  Mind Over Body                        77:  Catfall 
  19:  Ballistic Attack                 78:  Cell Adjustment 
  20:  Time/Space Anchor                     79:  Empathy 
  21:  Sound Link                            80:  Sight Link 
  22:  Identity Penetration             81:  Truthear 
  23:  Graft Weapon                     82:  Control Flames 
  24:  Immovability                     83:  Adrenalin Control 
  25:  Lend Health                      84:  Body Weaponry 
  26:  Share Strength                   85:  Chemical Simulation 
  27:  Absorb Disease                   86:  Enhanced Strength 
  28:  Control Light                    87:  Reduction 
  29:  Animate Shadow                   88:  Daydream 
  30:  Radial Navigation                89:  Life Detection 
  31:  Poison Sense                     90:  Send Thoughts 
  32:  Know Location                    91:  Dimension Walk 
  33:  See Sound                        92:  Aging 
  34:  Feel Light                       93:  Astral Projection 
  35:  All-round Vision                 94:  Synaptic Static 
36-41:  Intellect Fortress                  95:  Attraction 
42-47:  Mind Blank                      96-98:  Roll on Table 2. 

99-00:  Roll once on this table and then on Table 2.  


                     Psionic Wild Talents, Table 2
 
01-02:  Choose one on this table.       48-53:  Thought Shield 
03-05:  Roll once on each table.        54-59:  Mental Barrier 
  06:  Life-Drain                            60-65:  Tower of Iron Will 
  07:  Appraise                         66:  Sensitivity to Psychic Impressions
  08:  Cannibalize                      67:  Precognition 
  09:  Levitation                       68:  Summon Planar Creature
  10:  Id Insinuation                   69:  Shadow-Form 
  11:  Mind Thrust                      70:  Clairvoyance 
  12:  Energy Redirection (new?)    71:  Invisibility 
  13:  Energy Absorption           72:  Mindlink 
  14:  Probe                            73:  Metamorphosis 
  15:  Mass Domination        74:  Dimension Door 
  16:  Mindwipe                         75:  Animal Affinity 
  17:  Inflict Pain                     76:  ESP 
  18:  Post-Hypnotic Suggestion     77:  Molecular Manipulation
  19:  Control Body                     78:  Ectoplasmic Form 
  20:  Detonate                         79:  Repugnance 
  21:  Time Shift                       80:  Teleport 
  22:  Telepathic Projection            81:  Molecular Rearrangement 
  23:  Phobia Amplification         82:  Death Field 
  24:  Molecular Agitation              83:  Double Pain 
  25:  Cause Decay                      84:  Invincible Foes 
  26:  Project Force                    85:  Superior Invisibility         
  27:  Teleport Other                   86:  Domination 
  28:  Complete Healing             87:  Telekinesis 
  29:  Switch Personality               88:  Energy Transformation (new?)
  30:  Chameleon Power              89:  Psionic Blast 
  31:  Clairvoyance                     90:  Ego Whip 
  32:  Fate Link                        91:  Psychic Crush 
  33:  Banishment                       92:  Flight (new?) 
  34:  Object Reading                   93:  Psionic Sense 
  35:  Aura Sight                       94:  Convergence 
36-41:  Intellect Fortress              95:  Disintegrate 
42-47:  Mind Blank                      96-98:  Roll twice on Table 2

99-00:  Choose one power from this table.


NEW PSIONIC POWERS:

                          -------------------------

                                Psychokinetic

                          -------------------------


DEVOTIONS:


Enhance Weapon

Power Score:  WIS - 3
Initial Cost:  5
Maintenance Cost:  3/round
Range:  Touch
Prep. Time:  0
Area of Effect:  one weapon
Prerequisite:  Telekinesis, Create Object 
Author:  Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>

       This power allows the psionicist to temporarily enhance melee weapon or a projectile (i.e., no bows or slings,
but arrows, sling stones and throwing weapons are ok), so that it becomes the equivalent of weapon with magical
bonuses.  The psionicist must touch (or wield) the weapon to do so.  By spending the necessary PSP's and making
the power check, the weapon gets a the equivalent of a +1 magical bonus, which may be maintained by spending 3
PSP's per round.  Note that the psionicist must actually touch the weapon in order to maintain this power; thus, it
is impossible to maintain the power for missile weapons (unless they return to the user), or if the weapon is
knocked out of the psionicists hands.  It is possible to add the bonus to an already magical weapon, or to use this
power repeatedly (creating enhancements of two or more).  However, the maximum enhancement that can be
achieved by use of this power is one 'plus' for every 4 levels of the psionicist (i.e., 1 at levels 1 to 4, 2 at levels 5 to
8, etc.)
       Power Score:  The weapon gets a +2 bonus.
       20:  The weapon is damaged, it must save vs disintegration or be destroyed.


Psychic Guidance

Power Score:  INT - 2
Initial Cost:  3 + special
Maintenance Cost:  3 / round
Range:  line of sight
Prep. Time:  2 segments
Area of Effect:  one projectile
Prerequisite:  Telekinesis, (detonate)
Author:  Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>

       This power allows a psionicist to guide a small projectile, such as a knife, arrow, or sling stone (max weight 2
lbs), to its target.  The psionicist must first prepare the projectile, which takes two segments (see prep. time) and
costs 3 PSP's. The projectile may then be thrown (fired, hurled, or whatever) normally, but may be guided
telekinetically. The following
things are possible at the listed cost in PSP's.  

Add +1 to hit, +1 to damage, and extend the range by 10 feet by spending 2 PSP (cannot spend more than the
       psionicists level)
Make a radical course correction (up to 180 degrees) at a cost of 5 PSP's (all benefits bestowed by previous
       guidance are lost). 
Recall the projectile at a cost of 10 PSP's. The projectile will return to the psionicists hand (no DEX check
       required to catch) from anywhere within range (i.e., line of sight).
The projectile may be made to explode causing an extra d6 damage to the target (or anyone within 3 feet).  This
       costs 5 PSP's and requires detonate as a prerequisite.

       Prepared projectiles may be maintained at a cost of 3 PSP's per round. The maximum number of projectiles a
psionicist may handle at a time is one for every 4 levels of experience.  The psionicist must be able to see the
projectile (by some means) in order to guide it. This is not necessary for recalling the projectile, or for making it
explode.
       Power score:  The projectile may be recalled without spending any PSP's.
       20:  The projectile explodes doing d6 damage to the psionicist.


                          -------------------------

                               Psychometabolic

                          -------------------------


SCIENCE:


Enhanced Combat

Power Score:  WIS - 5
Initial Cost:  special
Maintenance Cost:  special
Range:  0
Prep. Time:  0
Area of Effect:  the psionicist
Prerequisite:  Adrenaline control, Heightened senses, biofeedback 
Author:  Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>

       This is a real 'Use the force Luke' type power. In essence, it allows the psionicist to mentally guide and
enhance
his/her attacks and defenses, making them faster and more accurate. To do this, the psionicist must first make a
power
check, and spend a number of PSP's (maximum is twice the psionicists level) to initialize the power. In the next
round,
and for as long as this power is maintained, the following may be done (at the listed cost in PSP's). 

Add +1 to hit and damage to your attacks this round (3 PSP's).* 
Add +1 to hit and damage to your next attack (2 PSP's).+
Improve your AC and initiative by one (2 PSP's).*
Attack first in the round (i.e., before initiative - like someone with a scimitar of speed or a short sword of
       quickness) (4 PSP's).*
Use one of your attacks to automatically parry, without having to roll a die (5 PSP's).+
Dodge an attack, without having to roll or give up one of your attacks (8 PSP's).+
Gain another attack this round (8 PSP's).*
Recover your weapon (after is has been dropped). This counts as one of your attacks (4 PSP's).+

* This action must be announced at the beginning of the round. 
+ This action must be announced before the attack (or parry) roll is attempted. Thus a missed attack roll cannot
be retroactively improved.

       NOTE: In any given round, the psionicist may never spend more PSP's than were used to initialize the power.
Thus if 8 PSP's were spent on initialization, it would be possible to dodge one attack, or gain an extra attack (or
do anything else that costs 8 PSP's or less), but it would not be possible to gain an extra attack and get +1 to hit
and damage, as this would cost 11 PSP's.   The power is maintained as long as the psionicist uses this power. It
ends on any round during which the psionicist does not spend any PSP's on it. In order to maintain this power,
spending one PSP per round is enough, although it does absolutely nothing.  
       Power Score:  The amount of PSP's which could be spent per round is doubled (no increase in initialization
cost).
       20:  Until the psionicist gets at least 4 hours of rest (preferably sleep), he/she has a -1 penalty to hit, to
damage, to AC, to initiative as well as all saving throws.


                          -------------------------

                                Psychoportive

                          -------------------------


SCIENCE:


Dimensional Warp

Power Score:  INT - 7
Initial Cost:  10
Maintenance Cost:  5 / round
Range:  10 yards / level
Prep. Time:  0
Area of Effect:  Special
Prerequisite:  Teleport, Dimensional Door, 10th level 
Author:  Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>

       This power is a variation on the dimensional door power.  The Psionicist defines two 'windows' anywhere
within range, and creates a two way portal between them, such that anything going into one of the 'window' will
come out the other.  Unlike Dimensional door, this power creates a true two way transport system (i.e., you can
stick your arm through, grab something at the other end, and pull it back--anything, including spells, will pass
through both ways).  The windows, which may have an area of up to 4 square feet per level of the psionicist, are
identical but can have any orientation relative to each other (i.e., they could be at right angles to each other, or
even at 180 degrees *).  This could result in some very strange effects, imagine a charging knight being intercepted
by a 'window' and continue his charge straight towards the ground - lance first, from 100 yards up.  Notice that it
might be possible to re-route missiles or even spells such as fireball or lightning bolt right back to the originator,
but the psionicist would have to act extremely fast (i.e., have initiative and make an int check to see whether he/she
can think and act fast enough).  Because of the complexity of warping space in this way it is easy for things to go
wrong. If the power check fails, the full PSP's are used, and a the  two windows will open up, but the psionicist
cannot control their position (the windows are also unstable and cannot be maintained). In case of a 20 result, the
windows are 'very likely' to open in such a way as to harm the psionicist (in this case, the window might also be
warped and destroy anything which passes through).
       Power score:  Maintenance cost is reduced to 3 PSP's per round.
       20:  see above


DEVOTIONS:


Dimensional Portal

Power Score:  INT -4
Initial Cost:  Below
Maintenance Cost:  3/round
Range:  Unlimited (but for Spelljammer it has to be in the same crystal sphere)
Preparation Time:  1 round
Area of Effect:  One Item
Prerequisite:  Dimension Door
Author:  Eric Tunon <TUNON@ALPHA.ACAST.NOVA.EDU>

       By using this power, a psionicist creates a dimensional portal that will enable the him to bring one item of his
choice to his present location.  Before using this power must think of the item he will use the portal to get.  It is
not necessary that the psionicist know the object's location, he just needs to be able to picture it in his mind.  It
needs to be an object he has had physical contact with, and he must know the feel of it well enough that he will
recognize that he has found it when his hand goes through the dimensional portal (e.g., the feel of his favorite
sword, dagger, etc.).  This is not an easy task for a psionicist because of the fact that he is searching for an object
that he does not necessarily know where it is. 
       The initial cost depends on how far the psionicist is from the item (determined by the DM).  And after a
successful power check the psionicist must make a Dexterity check at -3 (the DEX check is due to the fact that the
psionicist can not see the item, and it hurts to put your arm into the portal--no damage but it hurts similar to the
dimension door power), the psionicist can chose to maintain the portal if he does not pickup the item.

Distance           Initial Cost        Power Score Modifier

10 yards       30             0
100 yards         30             -1
1,000 yards       45             -2
10 miles          60             -3
100 miles         75             -4
1,000 miles       90             -5
10,000 miles      105            -6
Planet to planet     150            -7

       Power Score:  The PSP cost is reduced by 33%
       20:  The item is in some way damaged, not to the point of worthlessness but damaged nonetheless (possibly -1
to hit, exact amount up to DM).


Interchange

Power Score:  INT -3
Initial Cost:  50
Maintenance Cost:  na
Range:  50 yards
Prep Time:  0
Area of Effect:  na
Prerequisites:  teleport, teleport other
Author:  Andrew Lohmann <LOHMANN@SOCIAL.CHASS.NCSU.EDU>

       This power allows the psionicist to exchange physical places with any creature within sight, and 50 yards, of
the psionicist.  The creature cannot be more than 150% of the mass of the psionicist.  When the interchange takes
place, the orientation between the two characters remains the same, so any combat taking place between the two
interchanged characters is unaffected (both physical and magical attacks).
       If the subject of the interchange power is unwilling to be teleported, they are allow a saving throw vs.
paralyzation at -2 to resist the teleportation effort.  If the creature is willing to be interchanged, no saving throw is
required.
       Power Score:  The saving throw of the subject of the interchange power automatically fails.
       20:  The psionicist becomes disoriented, and suffers a -2 to all rolls for the next turn.


Teleport Lock

Power Score:  INT -2
Initial Cost:  10
Maintenance Cost:  5/turn
Range:  infinite
Prep Time:  0
Area of Effect:  personal
Prerequisites:  teleport, ESP
Author:  Andrew Lohmann <LOHMANN@SOCIAL.CHASS.NCSU.EDU>

       This power allows a psionicist to "lock" onto another being, and if that being should teleport (magically or
psionically) for any reason, the psionicist will have the option that round, and that round only, to teleport to the
same place as the "locked" creature did.  If the psionicist opts not to immediately follow, the lock is lost.  The lock
needs to be made while the psionicist can see the creature it is locking onto, but after the lock is established,
distance between the two makes no difference.
       If the psionicist decides to follow, the character must pay the PSP costs and make a power check as he would
using the Teleport power, with all the appropriate penalties based upon distance.  If the psionicist does not have
enough PSPs, then the Teleport fails. 
       Power Score: The lock lasts for 5 rounds after the locked on character has teleported.
       20:  No other effect.


                          -------------------------

                                  Telepathic

                          -------------------------


SCIENCES:


Backlash

Power Score:  WIS - 3
Initial Cost:  Special
Maintenance Cost:  na
Range:  na
Prep. Time:  0
Area of Effect:  psionic opponent
Prerequisite:  contact, mindlink, psionic blast 
Author:  Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>

       This power causes a psychic shock to travel along the psychic conduit formed by contact. It may only be used
after contact has been established, by either the psionicist or by the opponent (i.e., it will travel either way). This
psychic shock will directly damage the opponent, causing 1d6 damage for every 5 PSP's spent (save vs death to
reduce this by half, maximum damage is 10d6 for 50 PSP's). There is however some risk involved in using this
power. If the power check is failed, the psionicist must make a saving throw or suffer half the damage that he/she
wanted to inflict on the opponent.
       Power score:  Opponent automatically fails the saving throw.
       20:  Psionicist suffers full damage, no saving throw allowed.


Dreamstalker

Power Score:  WIS -6          
Initial Cost:  40
Maintenance Cost:  Contact       
Range:  100 Miles
Preparation Time:  1 Turn        
Area Of Effect:  1 Person
Prerequisites:  Contact, Mindlink, Probe, Post Hypnotic Suggestion
Author:  <PHY_SHAFFER@EXODUS.VALPO.EDU>

       When the psionicist employs this science, he projects his consciousness into the dreams of his sleeping victim. 
Upon arrival into the dream the victim is allowed a wisdom check to notice the anomaly.  If it succeeds he
understands the nature of the attacker, and may choose to end the dream.
       When the psionicist enters the dream, he takes the form of the victim's worst fear.  He then chases the victim
until the dream ends, or the victim wakes.  Upon waking the victim remembers nothing about the dream, only a
dark sense of foreboding and fear. He will also have lost one point of Constitution.  The point of CON can only be
recovered through the following means:  restoration, heal, Psychic Surgery, or a Cell Adjustment costing 60 points. 
Each of these restores one point per application.  A limited wish will restore 3 points, and a wish will restore the
victim fully.     The Dreamstalker can be used night after night until the victim is dead (CON reaches zero).  The
victim can only be revived by a heal, restoration, and resurrection, in that order, or through a wish.
       Power Score:  The psionicist can also ask one question as per Probe, or plant one suggestion as per PHB
suggestion.
       20:  The Dreamstalker fails, all 40 PSP's are lost, and the psionicist must make a save versus death magic or
lose 1d8 Constitution points.  These can only be regained as if the psionicist were under the effects of a
Dreamstalker himself.


Obscure Defilement

Power Score:  INT -4
Initial Cost:  contact of each creature affected. 
Maintenance Cost:  5/round/creature
Range:  Defiled Area
Prep Time:  0
Area of Effect:  Defiled Area
Prerequisites:  Mindlink, Contact, Invisibility
Author:  <BELGARATH@VAX1.Mankato.MSUS.EDU>

       This power is remarkably like superior invisibility, except that it covers the smell, sound, and sight of the ash
surrounding the defiler.  The power score decreases by one however, per level of the spell being cast.  So a fourth
level spell will be at INT -8.  However, if a person comes back to the defiled area at a later date, he/she will notice
the defiled area, unless cloaked by another talent.  
       Power Score: Every time the people affected by this spell come back to this particular spot, they will not see
the area of ash. Ever.
       20: They know exactly what is going on, and the Defiler is in BIG trouble.  


DEVOTIONS:


Induce Pleasure

Power Score:  CON -2
Initial Cost:  contact
Maintenance Cost:  2/round
Range:  touch
Prep Time:  1
Area of Effect:   individual
Prerequisites:  mindlink, contact
Author:  Andrew Lohmann <LOHMANN@SOCIAL.CHASS.NCSU.EDU>

       This is the opposite power of Inflict Pain.  While no good comes from it (no healing or curative effects), it
makes the subject individual shudder and twist in ecstasy.  If used in combat, the victim must save vs paralyzation
in order to keep functioning and fighting.  Failure to save indicates a penalty of -4 on all attack rolls that round,
and any spells being cast are disrupted.
       The insidious effects of this power occur when it is used in conjunction with Inflict Pain.  By using the two
powers
interchangeably, dependent upon the victim's actions, the victim can be conditioned to perform certain acts instead
of other acts they would normally perform.  For each week of being subjected to this treatment, they must make a
wisdom check, with a penalty equal to the number of weeks of "treatment" (i.e., 3 weeks of treatment = penalty of
-3) or have their actions in particular scenarios predetermined by their conditioning.  Only one area of behavior
may be affected per victim.  Depending upon the behavior modification, there is a chance (DM's discretion) for an
alignment change by the victim.
       Power Score:  The pleasure is so overwhelming that the victim passes out for 1d10 rounds.
       20:  The contact is broken.


Memory Summoning

Power Score:  INT -3
Initial Cost:  contact (x3)
Maintenance Cost:  7/round
Range:  Sight
Preparation Time:  See below
Area of Effect:  Individual
Prerequisites:  Send Thoughts, False Sensory Input, Contact
Author:  Eric Tunon <TUNON@ALPHA.ACAST.NOVA.EDU>

       By means of this power a Psionicist can effectively bypass another person's natural defense's (including
another psionicist's defenses).  Many DMs believe that if someone psionically touched they will know it (especially
in the case of another psionicist), with this power this is not the case.  
       The psionicist will implant a thought into another person's mind.  This thought will be a front, and he will
follow it into the person's mind.  The person will notice the thought and not the mind touching (on a successful
power check).  This is a very risky proposition (checks must be made by the DM every other round), but the
benefits are enormous the psionicist can roam around and use whatever powers he wants.  He will not know if he
has attracted the attention of the person's mind that he is in, unless he attacks or fails a power check (for all
powers other than this one the power checks must be made at -4 due to the fact that you must not alert the person
who's mind that you are in to your presence, if he fails by three or less, the power is initiated but you alert the
person to your presence).  
       Once inside the victim's mind, the psionicist could use daydream or some other power without the victim
noticing, but if he attacked with something like psionic blast the victim would notice (here use common sense
attacks will make the attacker be noticed, non-attack will hopefully not bring get you noticed by the person's
mind).  But until the psionicist finds resistance he will have no idea if he has been discovered.  The victim will
know that his mind has been entered when the psionicist fails a power check and at that time can try to use any
psionic defenses he possesses (or attacks if he wants).  The preparation time must be spent finding out about the
person that the power will be used on.  He must find some thought that he can use to follow in to the mind with
(e.g., a gladiator learning to use a sword, an elf finally earning his name, a Halfling eating a person for the first
time, etc.).
       Power Score:  The psionicist only has to make a check every fourth round.
       20:  Automatic failure and the person knows the psionicist is there and can take whatever precautions he can
to stop the psionicist from entering his mind or from going further into his mind.  Or, if he wins initiative, the
victim can psionically attack the psionicist.


                          -------------------------

                                 Metapsionic

                          -------------------------


SCIENCE:


Mystical Conduit

Power Score:  INT - 4
Initial Cost:  10 + 1 / 10 yards (or 40 + 1 / 10 yards)
Maintenance Cost:  2 PSP's
Range:  <see cost>
Prep. Time:  0
Area of Effect:  NA
Prerequisite:  Dimensional door, 6th level psionicist and knowledge of either Mage or Priest magic.
Author:  Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>
          
       This power opens an immobile conduit for mystical energy from the area immediately surrounding the
psionicist to
anywhere within line of sight (see cost). The next spell cast from where the psionicist was standing at the time the
power was initiated will function as if it was cast at the other end of the conduit. Thus the ranges of certain spells
can be greatly increased.  Notice that spells, which affect the caster only (i.e., personal spells), will now affect
whoever is standing at the other end of the conduit or be wasted if nobody is standing there. A vampiric touch (or
fire shield) for example, could be cast at one end and whoever was at the other end could now apply the vampiric
touch (or be protected by a fire shield), and gain the full benefits from it (i.e., reach out and touch someone, in
case a vampiric touch had been cast). The original caster has absolutely no control over the spell--it is as if the
whoever was standing at the other end of the conduit had actually cast the spell.  Since the accuracy and power
required for transferring personal spells is much greater than for other spells, the cost is increased to 40 PSP's + 1
PSP per 10 yards.
       The mystic conduit is visible only by a detect magic, true sight, or psionic powers such as Heightened senses.
It collapses the instant any spell is conducted in this way or if the psionicist ceases paying the maintenance Cost.  
       NOTE:  The conduit is one way only, thus it is not possible for a psionicist to steal a spell, as it is being cast
by an
opponent. 
       Power score:  No PSP's must be paid to maintain this power. 
       20: The next spell cast near the psionicist will backfire.


Post Pone
 
Power Score: INT -6
Initial Cost: initial cost of the power (x2)
Range: Touch: 0
Area of Effect: individual
Maintenance: 24/day
Preparation Time: 1 round per power postponed + 1 round
Prerequisite: 7th level
Author:  Eric Tunon <TUNON@ALPHA.ACAST.NOVA.EDU>

       This power allows a psionicist to "post pone" a power until a later point in time.  This consists of the psionicist
having to first make the power check to initiate the power, then having to make the post pone power check.  When
the psionicist makes the power roll for the first power, he pays he initial cost of the power, then when he initiates
post pone he pays the same cost again.  The power that is postponed is "put on the back burner" until a later point
in time, when the psionicist wants to use the power he has postponed.  This power will allow a psionicist to
maintain any power he can use at the time (even if he can only use because of convergence, if he can use it he can
post pone it), this includes both once and done power, and maintainable powers.  This power has a serious draw
back while a power is being maintained the psionicist can not get back ANY PSPs due to the fact that he is using a
power at that time (spending exactly 1 PSP per hour). 
       Power Score:  If a power score is rolled this power only uses half the normal PSPs to maintain, and in so
doing allows a psionicist to regain PSPs every other hour (depending upon whether or not he rests)
       20:  The power is disrupted and the psionicist must begin again to try to postpone the power. 


Time Flow

Power Score:  INT
Initial Cost:  Special
Maintenance Cost:  Special
Range:  Touch
Prep. Time:  0
Area of Effect:  1 creature
Prerequisite:  Time stop, 5th level 
Author:  Matthias Roschke <ROSCHKE@MURPHY.DGCD.DOC.CA>
          
       This power allows the psionicist to speed up or slow down time with regards to the target creature. At the
time the check is made, the psionicist declares by how much the time flow will be increased or decreased. In other
words, how many rounds will occur for the target creature while a single round of 'normal time' passes (or
alternatively how many rounds of 'normal time' will pass in what the target creature sees as a single round). The
power scores and initial/maintenance costs are given below.

Speed up/   Power Score Initial/maintenance     Prerequisite
slow down   penalty     cost (see note)      Level
factor
       2       3     10/5           5  
       3       4     20/5              10
       4       5     30/5              15
       5       6     40/5              20

       Note:  The power can only be maintained if the psionicist is the affected creature. The costs are relative to
the psionicists time frame, in other words the initial cost is relative to normal time (and will affect the target
creature for one round of normal time), while the maintenance cost is relative to the new time frame, and must be
paid for every round the psionicist experiences. A 20th level psionicist for example, who speeds up time by a factor
of 5, would not have to pay maintenance cost for the first five rounds (or 1 round 'normal time') since this is
covered by the initial cost. After these 5 rounds, the maintenance cost would be 5 per round (or 25 per round
normal time).   Since this power affects the flow of time, rather than speeding up the metabolism of the target
creature, as is the case with magical haste for example, no aging will result.  Anyone who returns to the normal
time frame however, will be confused and unable to do anything for as many rounds as were spend in the other
time frame. This gives the body time to readjust to normal time and recover from the strain.  It is possible to force
the body to ignore to ignore this time of recovery. To do so requires a Wisdom check and a Constitution check,
with a penalty equal to the factor by which time was affected for both checks. If either is failed, 1d6 random ability
scores are permanently lowered by one.  In other words, this is not a good idea except in the most desperate cases.
       Power score: The psionicist may increase the time factor by one, without having pay the extra cost in PSP's. 
       20: The psionicist is confused and disoriented as described above.

              --------------------------------------------------

                               8. WIZARD SPELLS

              --------------------------------------------------


                                  Spell List

Note:  Spells that are reversible are followed by an r.

1st Level
       Condense Water
       Mental Rejuvenation

3rd Level
       Mental Calm
       Project Sensory Effects


                          -------------------------

                                   Level 1

                          -------------------------

Condense Water (Alteration)

Level:  1
Range:  60 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  10 square feet +1 square foot/level
Saving Throw:  None
Author:  Ronald Jones <JONESRD%SJSUVM1.BITNET@cmsa.Berkeley.EDU>

       When casting this spell the caster condenses water out of the air, the water collects as dew on any appropriate
surface or in a specially prepared container.  The water is not magical, it is simply condensed out of the
surrounding air the amount of water condensed is related to the relative humidity.  The center of the spell can be
located at any point up to the max range of the spell. The spell creates 2 ounces(oz) of water per 10 square feet of
the area of the spell, assuming up to 10% relative humidity (see table for higher humidity).  For the times that the
area of effect is not at an even number such as at 5th level (15 square feet) the caster should get, at 10% humidity
3oz of water, or 2.2oz for 6th level, etc., till you get 4oz with 20 square feet at 10th level.

       If the humidity is % per 10 square feet:
     up to 10% - 2oz
     11 to 20% - 4oz
     21 to 30% - 6oz
     31 to 40% - 8oz (1 cup)
     41 to 50% - 10oz
     51 to 60% - 12oz
     61 to 70% - 14oz
     71 to 80% - 16oz (2 cups)
     81 to 90% - 20oz
    91 to 100% - 24oz (3 cups)

       The material component is a pinch of very fine river or sea silt, tossed into the air when the spell is cast.  The
water simply condenses on all nearby surfaces (i.e., trees, rocks, ground, characters, and especially metal).  At fifth
level the condensed water can be directed into a specially constructed flask or jar. The somatic component is
tracing the square in the air and then pointing toward where the center of the spell will be.
       This spell can only be cast once in any particular area as it does drain the liquid out of the air.  The air
around the spell's area of effect will decrease in relative humidity by 10%.  It may take two to eight (2d4) turns for
the moisture level to return to a level where the spell could be cast again.
       Note:  Athas is a very dry place, normal humidity runs at less than 10%, Athas is similar to a high dry desert. 
A lucky character might meet 20% to 40% humidity near a large river or lake, not a well, stream, or even a geyser. 
The only place that a character might find humidity over 50% would be in the Halfling jungle of the Ringing
Mountains' forest ridge.  Needless to say if this spell was cast by a high level preserver in one of these areas of
high humidity, it could be dangerous.


Mental Rejuvenation (Necromancy)

Level:  1
Range:  Touch
Duration:  Permanent
Components:  V,S,M
Casting Time:  1 round
Area of Effect:  One Creature
Saving Throw:  N/A
Author:  Brian J. Toleno <BRIAN@OPUS.CHEM.PSU.EDU>

       The caster using a lock of hair or piece of the scalp of the recipient holds his/her hands on their head and is
able to restore 1d6/lvl PSPs to them.  This spell can never bring the recipient to or past full PSP totals.


                          -------------------------

                                   Level 3

                          -------------------------


Mental Calm (Necromancy)

Level:  3
Range:  5yds/lvl
Duration:  1rd/lvl
Components:  V,S,M
Casting Time:  5
Area of Effect:  One creature
Saving Throw:  Special
Author:  Brian J. Toleno <BRIAN@OPUS.CHEM.PSU.EDU>

       The use of this spell allows the target to gain a saving throws versus psionic and other mental attacks that do
not normally allow saving throws and a bonus against those that do.  If the target is already under the influence of
such an attack/power (i.e. id insinuation, attraction, etc.) they would get a save vs spells at -2 (+ WIS bonuses) to
ward off the effects of the power.  If they are attacked while this spell is in effect they make a save versus spells to
ward it off, if no save is normally allowed, and a save at +2 if one is normally allowed (i.e. Psionic blast).  This
does not offer protection versus non-mental attacks such as disintegration and other such powers.  The material
component for this spell is a bit of flesh from a dead psionic creature.

 
Project Sensory Effects (Illusion)

Level:  3
Range:  0
Components:  V, S, M
Casting Time:  3
Duration:  1 round/level
Area of Effect:  20 yards
Saving Throw:  Special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       With this spell, the wizard projects certain sensory effects onto another target, making it appear that the
target is actually the person casting the spell (sensory effects of spellcasting are discussed in DK, pp., 46-52).  The
wizard must first cast Project Sensory Effects normally (NOTE:  this spell does not project its own effects when cast,
only the effects of subsequent spells, including subsequent Project Sensory Effects spells).  Then, for the duration of
this spell, the sensory effects of every spell that he casts have a chance of being projected onto a randomly
determined target within the area of affect.  
       Each time the wizard casts a spell while Project Sensory Effects is in effect, simply count all possible targets
within 20 yards of the caster (do not count the caster--do count the caster's companions and any other humanoid
within the area of effect) and roll the closest die to determine which one is the target.  For example, if there are
seven possible targets, roll 1d8, rerolling any rolls resulting in eight.  The target is allowed a saving throw versus
spells, including the -1 penalty when this spell is cast by an illusionist.  If he fails, he appears to be the source of
the sensory effects that normally emanate from the caster.  If he succeeds, the sensory effects appear to originate
from the caster, as normal.  A wild mage has a 50% chance of selecting the target, as long as the target is within
the area of effect; if the roll is above 50%, determine the target randomly.
       The spell affects visual, aural, olfactory, taste, and tactile effects; "additional" effects are included at the DM's
discretion, but grand effects are never affected.  The somatic concealment proficiency has no affect on whether or
not a target is perceived as the source of any projected effects; however, the sensory alteration proficiency can be
used to increase or decrease the intensity of the sensory effects regardless of the perceived source of the effects
(see DK, p. 48).  The material component is a pinch of silt collected during a silt storm.

              --------------------------------------------------

                               9. PRIEST SPELLS

              --------------------------------------------------

                                  Spell List

Note:  Spells are separated into spheres based on the EAF&W supplement; DMs without access to that book
should reclassify the paraelemental spells into the most appropriate elemental spheres (e.g., Eyes of the Sun would
be under the Sphere of Fire).  Spells that are reversible are followed by an r.

Air
 Minor Elemental Wall (2)
 Lesser Elemental Wall (3)
 Wind Burn (3)
 Breath Silt (4)
 Elemental Bonding II (4)-r
 Elemental Wall (4)
 Heal Elemental (4)--r
 Strengthen Elemental (4)--r
 Elemental Imbalance (5)
 Greater Elemental Wall (5)
 Bass's Elemental Domination (6)
 Superior Elemental Wall (6)

Earth
 Minor Elemental Wall (2)
 Lesser Elemental Wall (3)
 Elemental Bonding II (4)-r
 Elemental Wall (4)
 Encase (4)
 Heal Elemental (4)--r
 Sand Storm (4)
 Strengthen Elemental (4)--r
 Brittle Stone (5)
 Elemental Imbalance (5)
 Salt to Flesh (5)
 Bass's Elemental Domination (6)
 Entomb (6)
 Greater Elemental Wall (5)
 Superior Elemental Wall (6)

Fire
 Minor Elemental Wall (2)
 Lesser Elemental Wall (3)
 Elemental Bonding II (4)-r
 Elemental Wall (4)
 Heal Elemental (4)--r
 Strengthen Elemental (4)--r
 Elemental Imbalance (5)
 Greater Elemental Wall (5)
 Bass's Elemental Domination (6)
 Superior Elemental Wall (6)

Water
 Minor Elemental Wall (2)
 Water Whip (2)
 Lesser Elemental Wall (3)
 Wind Burn (3)
 Elemental Bonding II (4)-r
 Elemental Wall (4)
 Heal Elemental (4)--r
 Strengthen Elemental (4)--r
 Drown (5)
 Elemental Imbalance (5) 
 Greater Elemental Wall (5)
 Salt to Flesh (5)
 Bass's Elemental Domination (6)
 Superior Elemental Wall (6)
 Water Intoxication (7)

Magma
 Elemental Bonding II (4)-r
 Heal Elemental (4)--r
 Strengthen Elemental (4)--r
 Bass's Elemental Domination (6)

Rain
 Thunder Clap (3)
 Elemental Bonding II (4)-r
 Heal Elemental (4)--r
 Strengthen Elemental (4)--r
 Bass's Elemental Domination (6)

Silt
 Breath Silt (4)
 Elemental Bonding II (4)-r
 Heal Elemental (4)--r
 Strengthen Elemental (4)--r
 Bass's Elemental Domination (6)

Sun
 Eyes of the Sun (3)
 Elemental Bonding II (4)-r
 Heal Elemental (4)--r
 Strengthen Elemental (4)--r
 Solar Sight (5)
 Bass's Elemental Domination (6)

Cosmos
 Narhwal's Blistering Pain (1)
 Mend Bone (2)-r
 Bone Shape (3)
 Strengthen Bone (4)
 Wax to Flesh (6)

                          -------------------------

                                   Level 1

                          -------------------------

Narhwal's Blistering Pain (Alteration)

Sphere:  Cosmos
Level:  1
Range:  Touch
Components:  V, S, M
Casting Time:  1     
Duration:  Special
Area of Effect:  One person
Saving Throw:  Neg. 
Author:   Eric Wayne Swett <4962@EF.GC.MARICOPA.EDU>

       This is a particularly annoying and potentially disgusting spell.  The caster places his hands upon the bare
flesh of the victim and immediately the victim takes 1d4-1 dmg (save negates the effect).  Large, pussy blisters grow
from the place the victim was touched.  This can have any number of ill effects upon the victim depending upon
the location and the creativity of the DM.  The material component of this spell is some lamp oil rubbed on the
hands of the caster.



                          -------------------------

                                   Level 2

                          -------------------------


Mend Bone (Alteration, Necromancy)
Reversible

Sphere:  Cosmos
Level:  2
Range:  Touch
Components:  V, S, M
Casting Time:  1 hour
Duration:  Permanent
Area of Effect:  1 bone
Saving Throw:  Special
Author:  Bill Hincks <WHIN3560@URIACC.URI.EDU>

       With this spell the caster may mend a broken bone.  The bone must still be made of living tissue and recently
broken.  An hour must be spent chanting over the person, while smooth strokes are made on the skin over the
broken bone.  Water (or a similar substance depending on the view of the cleric) must be rubbed over the wound
every ten minutes.  Over the course of the hour the bone will draw together and mend.  It will be as good as new
when the spell is complete.  If interrupted while casting the bone will be mended only partly, depending on when
the caster was interrupted.  The mending heals 10% of the bone for every 10 minutes of casting, and 50% of the
mending occurs in the last 10 minutes.
       The reverse of this spell break bone is an excruciating process, where the bone is weakened and drawn apart
until it is split into two separate pieces.  The process still occurs over the course of an hour and a save vs. spells
occurs in the last 10 minutes.  If successful the bone is only weakened by 50%, if failed the bone is separated
completely.  It is a common torture technique among templars.
       NOTE:  In order to insure that the bone is set properly the caster must make a successful healing proficiency
check, when the spell is completed.  If someone other than the caster tries to use the healing proficiency and guide
the caster he must make the check at an additional -5 to his roll.  An improperly set bone must be broken and set
again in order to attain it's former strength.


Minor Elemental Wall (Alteration, Evocation)

Sphere:  Elemental (any)
Level:  Range:  10 yards/level
Components:  V, S, M
Casting Time:  2
Duration:  5 rounds + 1 round/level
Area of Effect:  Special
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       This spell allows the caster to create a stationary wall composed of material from his elemental plane of
worship (Templars may cast this spell in any form).  It covers a 20-foot-square area per level (the thickness varies
depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither
dimension falls below 5 feet.  For example, a 5th level caster, who can create a wall up to 100 square feet in area,
might create a wall that is 5 feet high and 20 feet long or a wall that is 20 feet high and 50 feel long.
       While this set of spells share common characteristics, such as duration and area of effect, the wall's specific
properties differ based on its composition.

Element  Properties

Air      Creates an invisible wall of violently disturbed air that is two feet thick.  Treat as per wind wall spell (p.
         154, PHB).
Water  Creates a wall of billowing fog that is up to 10' thick per level of caster.  Treat as per wall of fog spell (p.
       139, PHB).
Fire     Creates a two foot thick wall of hot air that causes targets viewed through it to shimmer and waver. 
         Treat as blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB).
Earth  Creates a wall of swirling dust that is 10' thick.  The dust obscures vision; treat as blur spell for all attacks
       made within or through the wall (e.g., ranged attacks; p. 140, PHB). 

       The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.


Water Whip (Evocation)

Sphere: Elemental (Water)
Level:  2
Range:  0
Components:  V, S, M
Duration:  5 rounds + 1 round/2 levels
Casting Time: 6
Area of Effect:  10' long whip
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       With this spell, the caster causes a crystal clear blue whip to form in his hand--the weapon is made entirely of
water.  If the caster successfully hits with the water whip in melee, the target suffers damage equal to 1d2 (or 1 for
L creatures) + 1 point per level of the caster.  Thus, an 8th level cleric will do either 9 or 10 points of damage.  If
the cleric hits with a natural 20, he has succeeded in disarming his opponent; the target still takes damage.  A
creature attacking with only natural weapons (e.g., teeth & claw) cannot be disarmed in this manner.
       Any creature especially susceptible to water damage suffers double damage.  Note:  double damage does not
apply to creatures susceptible to holy water, such as undead (the water that composes the whip is not holy water).
       Although magical in origin, it is not considered a magical weapon unless cast by high level priests (i.e., 10th
level or greater).  That is, for casters of 10th level or greater, the water whip is considered a +1 weapon; for
casters of 20th level or greater, it is considered a +2 weapon; and so on.
       In addition to the casters holy symbol, the spell requires a leaf from any water-dwelling plant as a material
component.


                          -------------------------

                                   Level 3

                          -------------------------


Bone Shape (Alteration, Necromancy)

Sphere:  Cosmos
Level:  3
Range:  Touch
Components:  V, S, M
Casting Time:  11 rounds
Duration:  Permanent
Area of Effect:  3' cube plus 1' cube/level (not to exceed one object)
Saving Throw:  None
Author:  Bill Hincks <WHIN3560@URIACC.URI.EDU>

       With the aid of this spell the caster may take bone and mold it into whatever shape is desired.  The spell
takes 1 round to cast and an additional 10 rounds to shape the desired object.  Bones can be melded together to
produce one final object, but no more than one object may be produced per casting.  The object can not exceed
the Area of Effect of the spell (though two objects created by the spell may be joined together with another
casting.  The new object will be seamless and quite strong.  The material component for this spell is fresh bone
dust (no more than 1 hour old) spread over the bone, the bone may then be sculpted like clay.  STRENGTH
ENED bone may not be joined to normal bone though it may be joined to another piece of STRENGTHENED
bone.  (In this case the bone dust may be no more then ten minutes old when it is spread on the bone and must be
made into a paste with the blood of the creature the dust comes from, the blood must also be fresh.)



Eyes of the Sun (Alteration)

Sphere: Paraelemental (Sun)
Level:  3
Range:  0
Components:  V, S
Duration:  1 round/level
Casting Time:  3
Area of Effect:  The caster's eyes
Saving Throw:  Special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       With this spell, the caster causes his eyes to burn as bright as the sun.  Anybody within 10 feet of the caster
who meets his gaze must save versus breath weapon or become blind.  As per the DMG, creatures surprised by the
caster automatically meet his gaze.  Those attempting to avoid the gaze by looking in the caster's general direction
without looking into his eyes risk a 20% chance each round of accidentally meeting the caster's gaze but suffer no
combat penalties.  Those completely averting their gaze or closing their eyes suffer the normal penalties for
fighting blind (-4 to attack; +4 to Armor Class; +2 to initiative).  Unlike most gaze attacks, looking into the
caster's gaze in a reflected surface (such as a mirror) has the same damaging effects as looking directly into his
eyes; should the caster be tricked into meeting his own gaze, he too must roll to save against blindness.  Undead,
and other creatures sensitive to sunlight, suffer automatic damage as if exposed to sunlight as long as the caster
gazes at them, and they are within 10 feet of the caster.
       While the caster's eyes shine brightly, they produce no heat and can not be used to light fires (unless using a
magnifying glass); they can be used to light a passage in the dark up to 10 feet before the caster.  The spell does
not interfere with the caster's vision.  Since this spell burns the victim's retina, a cure blindness spell will not restore
his sight; rather, stronger magic must be used, such as a restoration or wish spell.



Lesser Elemental Wall (Alteration, Evocation)

Sphere:  Elemental (any)
Level:  3
Range:  10 yards/level
Components:  V, S, M
Casting Time:  3
Duration:  5 rounds + 1 round/level
Area of Effect:  Special
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       This spell allows the caster to create a stationary wall composed of material from his elemental plane of
worship (Templars may cast this spell in any form).  It covers a 20-foot-square area per level (the thickness varies
depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither
dimension falls below 5 feet.  As with minor elemental wall, lesser elemental wall covers a 20-foot-square area per
level (the thickness varies depending on the element); this area may be arranged in any manner to form a
rectangular wall, as long as neither dimension falls below 5 feet.  While this set of spells share common
characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition.

Element  Properties

Air      Creates a deafening wall of violently disturbed air that is two feet thick.  Treat as per wall of sound spell
         (p. 78, CBH).  Namely, one side chosen by caster produces such a roar that all communication (including
         verbal spell components) is disrupted within 30 feet.  Those within 10 feet are deafened for 1d4 turns if
         they fail to save versus spell.  The sound is heard on the other side, but is not disruptive.  Anyone
         passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a
         successful saving throw versus spell.  Deafened creatures suffer -1 penalty to surprise rolls, a +1 penalty
         to initiative rolls, and they are 20% likely to miscast spells with a verbal component.  A silence 15' radius
         spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise
         destroys all silence spells that come into contact with it.
Water  Creates a wall of "solid fog" that is up to 10 feet thick per level of caster.  Treat as per solid fog spell (p.
       163, PHB).
Fire     Creates a billowing wall of black smoke that is 10 feet thick.  Due to its noxious gasses, treat as per
         stinking cloud spell (p. 145, PHB), except those exposed to the cloud save with a -3 penalty.  All vision
         within and through the wall is impossible.
Earth  Creates a wall of swirling dust that is 10' thick.  This wall has two effects.  Treat as blur spell for all
       attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB).  Anybody coming into
       physical contact with the wall will suffer as per the "itching" version of an irritation spell (p. 142, PHB)--
       saving throws are at a -3 penalty regardless of the number of creatures entering the area of effect. 

       The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.


Thunder Clap (Invocation/Evocation)

Sphere:  Paraelemental (Rain)
Level:  3
Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Special
Saving Throw:  1/2
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       This spell is similar to the wizard spell thunder staff with the exception that the priest needs no material
components.  Upon completion of the spell, the priest claps his hands together and produces a thundering cone of
force 5' wide at the apex, 20' wide at the base, and 40' long.  All creatures and objects wholly or partially in the
cone incur the effects of thunder staff as printed in the ToM (p. 32-33).
       While the priest must have both hands free to cast the spell most effectively, he can cast it with only one
hand.  This case might occur if the other hand is bound, missing, or holding a shield, for example.  If the caster
only has one hand free, he may clap it against bare skin on any part of his body (e.g., thigh, cheek, etc.).  The
resulting cone of force is 2.5' wide at the apex, 10' wide at the base, and 20' long.  All creatures wholly or partially
in the cone must roll a successful saving throw versus spells.  Those who fail are stunned for 1 round and deafened
for 1d3-1 rounds (they cannot be deafened for less then 1 round, however).  Those creatures who fail are also
hurled 2d4+2 feet by the wave of force, suffering 1 point of damage per two feet thrown (damage will always be
2d4+2, even if the creature encounters an intervening surface).  If the save is successful, the victim is not stunned,
but is deafened for 1d3-1 rounds and is hurled only half the distance.  Giant-sized creatures or larger who succeed
at their saving throws are deafened but are not thrown, suffer no damage, and are not stunned.  If the save is
failed, they are hurled 1d4+1 feet, suffer 1 point of damage per two feet thrown, and are deafened and stunned.
       Regardless of whether one or two hands are used in the casting, the cone has a Strength of 19 for the
purposes of opening doors.  It can move objects weighing up to 640 pounds 4d4+4 or 2d4+2 feet, depending on
the method of casting.  Fragile items must make a saving throw versus crushing blow or be destroyed.


Wind Burn (Evocation)

Sphere: Elemental (Air, Water)
Level:  3
Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time: 5
Area of Effect:  75' long cone
Saving Throw:  1/2
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       Despite the name of this spell, wind burn has nothing to do with fire.  Upon casting, the priest causes an
exceptionally dry cone of air to originate from his hand.  The cone is 5" in diameter at its base, 25' in diameter at
its end, and 75' long.  All targets of the spell must save versus spells.  Those who fail suffer 1d6 points of
dehydration damage per level of the caster as well as a temporary loss of 1 point of Constitution (creatures w/o
Constitution scores suffer a -1 penalty to Armor Class).  A successful save means half damage & no loss of
Constitution.  Creatures exceptionally susceptible to dehydration damage (e.g., those from the elemental plane of
water, plant creatures, & even aquatic creatures) suffer a -4 penalty to their saving throw.  Constitution point loss
IS cumulative; that is to say, if a target of two of these spells fails to save against both it will suffer a -2 to its
Constitution (if it survives the damage, of course).  A character is dead if his Constitution reaches zero (for
creatures w/o Constitution, use HD; thus, even if a 3 HD monster had enough HPs to survive failing to save 3
times, it would still die since 3 - 3 = 0).
       Constitution points may only be restored by consumption of a full day's water requirement (use Dark Sun
Rehydration rules; or simply 1 gallon per day for a human sized creature).  This spell is not castable under water.


                          -------------------------

                                   Level 4

                          -------------------------


Breath Silt (Alteration)

Sphere:  Elemental (Air), Paraelemental (Silt)
Level:  4
Range:  Touch
Components:  V, S
Duration:  1 hour/level
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       The recipient of a breath silt spell is able to breathe silt freely for the duration of the spell (this ability does
not interfere with the ability to breath normal air).  The priest can divide the base duration between multiple
characters.  Thus a 10th level priest can confer this ability to 2 characters for 5 hours each, to 5 characters for 2
hours each, etc., to a minimum of 1/2 hour per character.
       As this spell allows the recipient to breathe silt and air, it will not only protect against choking in a silt storm
but also against total submersion in the Sea of Silt.  This spell will not protect against submersion in sand, water,
or any other material; nor will it protect against noxious vapors, such as poisonous clouds or smoke.


Elemental Bonding II (Alteration)
Reversible

Sphere: Elemental (Any), Paraelemental (Any)
Level:  4
Range:  Touch
Components:  V, S, M
Duration:  Permanent
Casting Time: 1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       This spell is a more powerful version of the first level spell elemental bonding (see DK).  With this spell the
priest attempts to repair physical damage done to another being or creature.  In an elemental sense, part of the
damage incurred by combat wounds or disease is, in fact, an imbalance created in the body's elemental
proportions.  Through this spell, the priest restores some of this balance.
       The caster can heal 2d4+4 points of damage.  The same restrictions apply to this spell as to the 1st level spell. 
Namely, the cleric cannot completely heal the recipient with this spell.  He can only heal the recipient to within 3
points of perfect health (unless the damage was solely from an elemental, then all damage can be healed). 
Additional means must be used to bring the recipient back to perfect health (e.g., cure light wounds, rest); although,
elemental bonding I cannot, since both spells work on the same principle.
       By casting the reverse of this spell, the cleric does 2d4+4 points of damage.  While no saving throw is
allowed, a successful attack must be made (i.e., the caster must succeed in touching the target).
       The material component for this spell is enough of the caster's element to sufficiently cover the recipient's
wounds.


Elemental Wall (Alteration, Evocation)

Sphere:  Elemental (any)
Level:  4
Range:  10 yards/level
Components:  V, S, M
Casting Time:  4
Duration:  1 turn + 1 round/level
Area of Effect:  Special
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU> 


       This spell allows the caster to create a stationary wall composed of material from his elemental plane of
worship (Templars may cast this spell in any form).  As with minor and lesser elemental walls, elemental wall covers
a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any
manner to form a rectangular wall, as long as neither dimension falls below 5 feet.  While this set of spells share
common characteristics, such as duration and area of effect, the wall's specific properties differ based on its
composition.

Element  Properties

Air      Creates a deafening wall of violently disturbed air that is two feet thick.  Treat as per wall of sound spell
         (p. 78, CBH), however the roar of an air wall is so intense that anyone passing through the wall suffers
         damage as per shout (p. 163, PHB) and suffers a -3 penalty to his saving throw.  
Water  Creates a vertical wall of ice.  Treat as "ice plane" option of the wall of ice spell (p. 164, PHB).
Fire     Creates a billowing wall of smoke that is 10 feet thick. Similar to incendiary cloud (p. 189, PHB), on the
         third round it erupts into flame (3d2) and continues to flame for the forth (3d4) and fifth rounds (3d2). 
         A save versus spell is allowed to halve damage.  On subsequent rounds, it is identical to a lesser fire wall,
         except the heat remains intense, and those within the wall suffer 1 point of damager each round.
Earth  Creates a wall of sand that is 1 foot thick per level of caster.  Treat as per wall of sand (in Forgotten
       Realms Adventures).  Namely, the sand is thick and viscous, reducing movement through the wall to half
       speed.  All creatures relying on normal sight or infravision are blinded while within the wall, and they
       suffer a -3 penalty to their AC for the round after leaving the wall.  Creatures needing to breath suffer 1
       point of damage per round spent within the wall.  The wall extinguishes open flames, prevents speech
       within it, and blocks all sight through it.

       The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.



Encase (Evocation)

Sphere:  Elemental (Earth)
Level:  4
Range:  10 yards/level
Components:  V, S, M
Duration:  1 turn + 2 rounds/level
Casting Time:  4
Area of Effect:  1 creature size L or smaller
Saving Throw:  Neg.
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       When cast, this spell completely encases the target in volcanic rock.  The casing does not hinder breathing due
to its porous nature, and the victim suffers no damage; however, it does block vision and prevent all movement for
the duration of the spell, including somatic and verbal spell components.  
       If the target saves versus spell, he completely avoids the affects of encase, as a hollow stone statue roughly his
shape appears next to him, collapses in on itself, and disappears.  If the target fails his save, he is immediately
encased.  Each round thereafter, he may attempt to break free.  Breaking free requires the entire round and a
successful Bend Bars/Lift Gates roll.
       The volcanic casing will crumble after suffering 15 points of damage plus 1 point per level of caster.  For
damage purposes, treat the casing as having an Armor Class of 5.  Any attack that damages the casing has a 75%
probability of wounding the victim within; divide the damage equally between the casing and the victim.  In
addition, the victim automatically incurs all damage above the amount required to destroy the casing.  For
example, Chluckla is encased by a 10th level cleric, creating a casing with 25 HPs.  His comrades attempt to free
him by chipping him free.  Blitz strikes the casing and does 6 points of damage and rolls a 50 on percentile dice--
the casing takes 3 points of damage and Chluckla takes 3 points of damage.  Taraq does 12 points of damage and
rolls 89%--the casing takes all 12 points of damage.  Finally, Morgart does 28 points of damage, rolling 15%--
Chluckla takes 14 points of damage, and the casing takes 14 points; however, since the casing has only 10 HPs left
(25-3-12), the remaining 4 points damage is applied to Chluckla.  Thus, Chluckla's friends inflict a total of 21
points of damage (3+14+4) to him while trying to free him.
       A successful dispel magic will immediately remove the casing.  The material component for this spell is a fist-
size piece of volcanic rock.



Heal Elemental (Alteration)
Reversible

Sphere:  Elemental (Any), Paraelemental (Any)
Level:  4
Range:  Touch
Components:  V, S
Duration:  Permanent
Casting Time:  1 round minimum
Area of Effect:  1 elemental creature
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU> 

       Do to their unique physical nature, creatures from the elemental planes (i.e., Air, Water, Earth, & Fire) and
the paraelemental planes (i.e., Rain, Silt, Magma, Sun) can not be cured by normal means while on the Prime
Material plane.  That is to say, spells from the Necromancy school, such as cure light wounds, heal, and regenerate,
produce no effect.  In order to repair damage to such a creature, the cleric must act as a conduit for healing
powers specific to the creature's home plane; heal elemental allows the caster to serve as this conduit.  Thus, the
cleric may only heal creatures from his plane of worship.  Neither druids nor templars are able to cast this spell,
since they do not have a direct link to the elemental planes (i.e., a druid's powers are granted via the spirit of his
guarded land, and a templar's spells are granted from his sorcerer-king).
       Upon the initiation of this spell, the caster must establish physical contact with the elemental creature (i.e., he
can not be wearing gloves) and maintain this contact for at least 1 round.  For each round that he maintains
contact, he heals 1 HP per his level.  For example, Baltasar, a 9th level Cleric of Air, summons a Lesser Air
Elemental and sends it into battle.  Although the first wave of opponents are defeated, the elemental has taken
damage.  Since the enemy's reinforcements are several rounds behind, he casts heal elemental and may restore 9
HPs to the elemental per round until battle is resumed or until all HPs are restored (i.e., it can not have more HPs
than it did when initially conjured).
       While it is possible to cast the reverse of this spell, harm elemental, the caster must still touch the target and
maintain contact for at least 1 round.  Needless to say, the elemental will experience this treatment as an attack
and attempt to fight back; however, if the Cleric can keep his hold, the elemental suffers 1 HP per caster's level
each round.  Use the wrestling rules in the PHB to determine what type of hold the caster achieves and if he can
maintain it after the initial round; in addition, wrestling moves normally inflict no damage on such creatures (do to
their immunity to non-magical attack forms) above the damage from this spell.  Since the cleric can only affect
creatures from his plane of worship, he must be very careful with the use of this spell lest his powers be revoked.
       Note:  this spell does not convey resistance to the elemental's element; thus, using this spell on a creature
from the elemental plane of fire or the paraelemental plane of magma--in the absence of some protective magic--is
a hazardous proposition.


Sand Storm (Evocation)

Sphere:  Elemental (Earth)
Level:  4
Range:  10 yards/level
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  60 foot diameter circle
Saving Throw:  None
Author:  David Gehring <GEHRING@CS.UWP.EDU>

       This spell can have one of two effects.  First, it can be used as a pounding shower of sand, which rains down
for one round in a 60 foot diameter circle inflicting 1d12 points of buffeting damage plus 1d12 points of choking
damage to all creatures within the area of effect.  Note that certain creatures would be immune to certain effects
(e.g., golems)--it is up to the DM's discretion. Also, undead would be unaffected by the choking damage because
they do not need to breathe.    
       The second use of the spell is as a blinding rain of sand in a 60 foot diameter circle, which lasts for one round
per level of the caster.  The storm slows movement to 50% and reduces visibility to zero within the area of effect. 
The sheet does not move with the caster and dissipates if the caster is interrupted.  The storm can also extinguish
open flames such as torches, candles, camp fires, etc.
       The material component for the spell is a handful of fine sand.


Strengthen Bone (Alteration, Necromancy)

Sphere:  Cosmos
Level:  4
Range:  Touch
Components:  V, S, M
Casting Time:  3 rounds
Duration:  Permanent
Area of Effect:  3' cube plus 1' cube/level (not to exceed one object)
Saving Throw:  None
Author:  Bill Hincks <WHIN3560@URIACC.URI.EDU>

       This spell allows a bone construct to be strengthened and made denser.  The strength of the bone is doubled
by the casting of this spell.  The spell takes one round to cast, and 2 rounds of chanting while the material
component is absorbed into the target of the spell.  The material component is a piece of bone that is a near
perfect match to the object of the spell.  The component is then placed against the object and absorbed into it. 
The new object will be twice as dense and twice as strong, with regards to weapons, they receive no penalties to hit
and damage, and they will not break on a max damage strike.  There is a 2% chance per level of the caster that
the STRENGTHENED bone will act as steel.


Strengthen Elemental (Alteration, Conjuration/Summoning)
Reversible

Sphere: Elemental (Any), Paraelemental (Any)
Level:  4
Range:  10 yards/level
Components:  V, S, M
Duration:  Special
Casting Time: 5
Area of Effect:  Special
Saving Throw:  Special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU> 

       This spell strengthens any and all elementals and paraelementals conjured by the caster; it affects Lesser,
Standard, & Greater Elementals.  This spell may be cast in 1 of 2 ways; its reverse may be cast in only 1 way.  Only
1 type of elemental (e.g., earth) or paraelemental (e.g., silt) may be affected per casting of this spell.
       If cast immediately before conjuring elemental(s), all 1s rolled in calculating their hit points are rerolled until
another number results.  For example, the priest casts strengthen elemental and follows it with conjure lesser
elemental.  After determining that two 4 HD elementals will appear, the DM rolls 6, 5, 2, and 2; then 7, 4, 1, and 3. 
He rolls again and obtains a 5.  The resulting elementals have 15 (6+5+2+2) and 19 (7+4+5+3) HPs,
respectively.  In addition the elementals attack with a +1 to hit and damage until their service is fulfilled (i.e., they
are destroyed, dismissed, or the conjure spell expires).  The priest must begin the conjuring spell the round
immediately after casting this spell.  Should he fail to initiate the conjuring during the following round, or should
he fail to complete the conjuring (e.g., he takes damage) this spell is wasted.
       The second method of casting is to cast this spell on elementals that have already been conjured.  If cast in
this manner,  strengthen elemental only confers a +1 to hit and damage on the target elemental.  For this version of
the spell, the caster may choose up to 1 elemental per 3 experience levels; all elementals must be of the same type
and be within 20 yards of each other.  This version of the spell lasts for 1 turn + 1 round/level and has no effect
on elementals currently under the effects of the first version of this spell.
       The reverse, weaken elemental, imposes a -1 to hit and damage on target elementals.  As above, the caster
may choose up to 1 elemental per 3 experience levels; all elementals must be of the same type and be within 20
yards of each other.  This version of the spell lasts for 1 turn + 1 round/level.  Elementals are permitted a saving
throw to avoid these weakening effects.
       The material component for this spell is a small bit of the elemental's element (e.g., caster's breath when
strengthening air elementals).  The material component for the reverse is a small bit of the element opposed to the
target elemental's native plane (e.g., water for a fire elemental, rain for a magma paraelemental, etc.).


                          -------------------------

                                   Level 5

                          -------------------------


Brittle Stone (Alteration)

Sphere: Elemental (Earth)
Level:  5
Range:  5 yards/level
Components:  V, S, M
Duration:  Permanent
Casting Time:  7
Area of Effect:  2 cubic foot/level
Saving Throw:  special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU> 

       With this spell, the caster causes any type of stone (e.g., sandstone, granite, etc.) to become extremely brittle
and easily broken; so much so, that the stone may be crumbled by hand like pottery.  When cast against normal
stone, no saving throw is allowed, and the caster affects up to 2 cubic foot of stone for every level of experience. 
The priest may shape the spell to any dimensions, as long as no dimension is less than 1 foot and the area does not
exceed the allowable amount.  For example, at 8th level Krystan can affect up to 16 cubic feet of stone; she might
create a shallow hole in a door 4 x 4 x 1, or create a narrow tunnel 1 x 1 x 16.  Stone doors and walls thinner than
the area of effect may easily be kicked through--treat as thin wood for structural saving throws.  When used to
tunnel through underground rock, the DM must determine the likelihood of cave-in.
       When this spell is cast against inanimate stone that was magically created, such as that created by a wall of
stone spell, treat as if a dispel magic spell was cast on the stone.  If the dispelling fails, the stone remains intact.  If
the dispelling succeeds, the brittle stone spell functions normally (note:  this spell does not dispel the stone, simply
make it brittle).  
       If cast against a creature made entirely of stone, such as a stone or obsidian golem (but not rock golems,
which are immune to transmutation spells), the creature is allowed a saving throw versus spell in addition to any
innate magic resistance.  If it fails both, it suffers a +4 penalty to its Armor Class for the number of rounds equal
to the caster's level.  If cast in this manner, brittle stone can only affect 1 creature, regardless of the spell's area of
affect or the creature's size.
       The material components are two fist-sized stones from the bed of a stream or river.  The caster holds a stone
in each hand and claps them together while casting the spell.



Drown (Conjuring/Summoning)

Sphere:  Elemental (Water)
Level:  5
Range:  10 yards/level
Components:  V, S, M
Duration:  1 round/level
Casting Time:  5
Area of Effect:  1 creature
Saving Throw:  Neg.
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU> 

       With this spell, the caster causes the target's lungs to fill with water.  The water hampers breathing, and the
victim will begin to suffocate after 1/3 his Constitution score in rounds (round up).  Thereafter, a successful
Constitution check each round with a cumulative -2 penalty will postpone damage for an additional round.  After
the first failed check, the victim suffers 1d6 damage each round until dead.  For example, Talmac has a
Constitution of 17; he will begin to suffocate after 6 rounds.  On the 7th round, his player rolls a 3--no problem,
Talmac suffers no damage this round.  But on the 8th round, the player rolls a 14 (he failed by one, since 17 - 4 =
13), and Talmac takes 1d6 damage that round and each subsequent round for the remaining duration of the spell.
       A successful dispel magic cast on the victim immediately clears his lungs of water.  A water breathing spell cast
on the victim will allow him to ignore the presence of the fluid in his lungs for its duration.  The material
component of this spell is a fist-sized piece of pulp from a saguaro cactus.
  

Elemental Imbalance (Alteration)

Sphere:  Elemental (Any)
Level:  5
Range:  Touch
Components:  V, S, M
Duration:  2 rounds/level
Casting Time:  5
Area of Effect:  1 creature
Saving Throw:  Special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       The bodies of most creatures are composed of a mixture of all four elements (i.e., air, water, fire, and earth). 
With this spell, the caster creates a slight imbalance in the natural physical makeup of the target by increasing the
proportion of one element relative to the other three.  For example, a Cleric of Fire increases the amount of
elemental fire in the target's body.  Increasing the amount of elemental material has two effects.
       First, the imbalance directly affects the target's abilities (i.e., stats), strengthening some and weakening others. 
Specifically, four stats are always affected:

                       Air
                DEX----------WIS
                 |            |
          Fire   |            |  Water
                 |            |
                STR----------CON
                      Earth

The caster improves each of the target's stats associated with his element by 1 point per 3 levels of the caster (to a
max of +6), and he weakens those stats associated with the opposing element by 1 point per 3 levels.  However, no
ability can be reduced to 0 or increased beyond 24.
       For example, Samantha, an 11th level Cleric of the Earth, casts Elemental Imbalance on Halminok who's
original stats are STR 17; DEX 15; CON 15; INT 10; WIS 10; and CHR 11.  Both Halminok's STR and CON are
increased by 3 points; his DEX and WIS are decreased by 3 points each.  Thus, his stats for the duration of the
spell are STR 20; DEX 12; CON 18; INT 10; WIS 7; and CHR 11.  He enjoys all benefits (e.g., greater damage
bonus and HPs) and suffers all penalties (e.g., loss of DEX defensive adjustment and -1 magical defense
adjustment) associated with his new stats.  When the spell ends, his stats immediately return to normal, and thus
his abilities return to normal (HPs gained as a result of increased CON are lost only if they exceed his normal
limit).
       The second effect of this spell is to provide modest protection against the element which has been increased. 
The target receives a +1 to Armor Class versus elementals from the protected plane and all saves against
elemental-based attacks from this element.  However, the target suffers a -1 to Armor Class versus elementals from
the opposite plane and all saves against attacks from the opposing element.  Thus, Halminok would save with a +1
against a Flesh to Stone spell, but he would suffer a -1 penalty to his Armor Class in a battle against an air
elemental.  These bonuses are cumulative with non-magical bonuses (e.g., DEX reaction adjustment) and with
other magical protections (e.g., magical armor).
       This spell is traumatic for the target.  At the end of the spell, he must make a system shock roll (using his
normal CON).  If he succeeds, nothing happens.  If he fails, he instantly looses 4 HPs per 3 levels of the caster (to
a max of 24 HPs)--that is 1 HP for each 3 levels of the caster for each ability modified.  This loss is permanent and
cannot be cured via natural means, nor do any of the usual curative magics (e.g., cure serious wounds, heal,
regenerate, etc.) work.  The damage can not be removed via remove curse or dispel magic.  There are only two
known means of restoring HPs lost in this manner:  elemental bonding and wish.  For the former to have the
desired affect, the target must have been cured of all other wounds first (if not, elemental bonding will function
normally, curing the existing wounds within three HPs of the post-drain level).  In this case, the target is treated as
if all damage was suffered from an elemental, and elemental bonding will restore drained HPs as per that spell.
       An elemental cleric can only increase the amount of elemental material from his plane of worship.  A druid
may only increase the elements associated with his guarded lands.  For example, a druid who has access to the
elemental spheres of fire and earth may increase the amount of either element.  A templar may cast this spell in
any form.  The subject may be under only one Elemental Imbalance spell at a time; if he is the target of a second
casting of this spell while the first is still in effect, both spells are instantly negated.  If cast on an unwilling subject,
the priest must succeed in touching the victim (i.e., make a successful attack roll).  The victim is allowed a saving
throw only if he is currently under the influence of an elemental imbalance spell or if he is currently protected
against the element (e.g., wearing a Ring of Fire Resistance).  In either case, the target is considered to be the
target of an elemental attack and all normal rules apply (e.g., bonuses to saving throws).
       This spell has no effect on beings native to the inner planes. Nor does it affect undead.  The material
components are the caster's holy symbol and a small amount of the element to be increased.



Greater Elemental Wall (Alteration, Evocation)

Sphere:  Elemental (any)
Level:  5
Range:  10 yards/level
Components:  V, S, M
Casting Time:  5
Duration:  1 turn + 1 round/level
Area of Effect:  Special
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>


       This spell allows the caster to create a stationary wall composed of material from his elemental plane of
worship (Templars may cast this spell in any form).  As with the other elemental wall spells, greater elemental wall
covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged
in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet.  While this set of spells
share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its
composition.

Element  Properties

Air      Creates a wall of poisonous gas that is 20 foot thick.  Damage as per cloudkill (p. 166, PHB).
Water  Creates a wall of boiling water that is six inches thick.  Any creature passing though a greater water wall
       suffers 3d8 points of damage plus 1 point per level of caster.  While it is possible to fire missiles through
       the wall, these attacks are at a -4 to hit and damage.  Water created by this spell disappears after the
       duration expires.
Fire     Creates a wall of flames that is only inches thick and causes damage as the wall of fire spell presented in
         the PHB (p. 225).
Earth  Creates a wall of iron that is 1/4 inch thick per level of caster.  Treat as per wall of iron spell (p. 172,
       PHB).  Note:  The duration of a wall of iron is not permanent on Athas (p. 93. DSRB).

       The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.



Salt to Flesh (Alteration)
Reversible

Sphere:  Elemental (Earth, Water)
Level:  5
Range:  10 yards/level
Components:  V, S, M
Duration:  Permanent
Casting Time:  5
Area of Effect:  1 creature
Saving Throw:  Special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       The salt to flesh spell turns any salt into flesh.  If the salt was originally living, this spell restores life and
possessions provided a successful system shock roll.  Thus, any creature transformed into salt can be restored to
flesh regardless of size.  When cast upon ordinary salt, the caster can affect a volume of 10 cubic feet per level.  In
this case, the flesh is inert and lifeless.
       The reverse, flesh to salt, turns flesh of any sort into salt.  All possessions are converted to salt also.  The
victim is allowed a saving throw vs. polymorph to resist the effects of this spell.  If the target is currently suffering
from dehydration, he suffers a -1 penalty to his saving throw roll for each day of dehydration (to a max of -4). 
Failure means that the victim is immediately turned into a statue of salt.  As with flesh to stone, any statue created
by this spell is subject to breakage or weathering; however since salt is more fragile than stone, the resulting statue
is more susceptible to these threats.  
       Salt statues are especially susceptible to liquids and blowing sand.  Any statue exposed to at least one gallon
of liquid or prolonged exposure to blowing sand in excess of 20 miles per hour suffers damage per the following
table, and the victim, once restored to flesh, appears as if mutilated by acid.  The DM rolls 1d4 and modifies the
roll depending upon the type of damage.  For water damage, the DM modifies the roll by adding 1 for every gallon
of liquid.  For wind damage, the DM adds 1 for every 20 miles of wind speed multiplied by the number of hours
exposed.  For example, a salt stature is exposed to a sand storm with 40 mph winds for 3 hours.  The DM rolls 3
on a d4, modifies the roll by +6 (2 x 3), and consults the following table for the effects under 9.  The victim, if
returned to flesh, permanently looses 5 points of Charisma and 9 HPs.  As can be seen, the effects are cumulative.

Modified
Roll     Effects

1-4      Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be reduced below 1).  This
         damage can only be healed by regenerate, wish, or similar magic.
5-9      Restored individual permanently looses Hit Points equal to the modified roll (cannot be reduced below 1
         Hit Point).  This damage can only be healed by regenerate, wish, or similar magic.
10-14  At least one of the victim's limbs is unusable; the DM randomly determines which, using 1d20 (1-4=left
       arm; 5-8=right arm; 9-12=left leg; 13-16=right leg; 17-18=two limbs; 19=three limbs; 20=all limbs). 
       This damage can only be healed by regenerate, wish, or similar magic.
>15      Restored individual is dead.  He can be brought back to life with resurrection, wish, or similar magic. 
         Note:  raise dead will not work since the body will not be whole.

       The material component is a small statue carved from salt.



Solar Sight (Divination)

Sphere:  Paraelemental (Sun)
Level:  5
Range:  Touch
Components:  V, S, M
Duration:  Special
Casting Time:  1 hour
Area of Effect:  Special
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       This spell causes a reflective surface to serve as a scrying device for up to one hour as long as the sun is above
the horizon--the caster must look at the sun in this reflective surface for the duration of the spell.  The caster can
only see things directly exposed to the rays of the sun.  For example, if the caster is scrying a caravan crossing the
sandy wastes, he could see the riders and wagons but not inside covered wagons.  Now suppose the driver of the
first wagon throws its tarp back, directly exposing 5 square feet of the cargo to the sun.  Even though the entire
inside of the wagon might be lit by diffused light, the caster could only see where the rays of the sun hit; he can
not see anything that does not lay within that 5 square feet of direct sunlight. 
       In all respects, the reflective surface behaves as a crystal ball, except the following.  This spell can not be used
when the caster is not in sunlight, and the chance of locating the subject is 0% when the subject is not exposed to
the same sun that the caster is using (such as on another prime material plane).  Viewing period and frequency
limits apply across all surfaces the caster uses.  Thus, given a 75% chance of finding the subject, the caster would
have a 30 minute viewing period twice per day.  If he used a mirror for two viewing periods and switched to
polished steel for a third, he would risk insanity for exceeding his allotted frequency as detailed in the DMG.
       A priest in good standing with the powers of the elemental plane of fire will suffer no ill effects from this
spell, and it will work normally.  One who is not on good standing will suffer retinal damage automatically (no save
allowed), becoming blind, and the spell will fail.  Since this latter effect burns the victims retina, a cure blindness
spell will not restore his sight; rather, stronger magic must be used, such as a restoration or wish spell. 
       The material components of this spell are the priest's holy symbol and any highly reflective surface (mirror,
polished metal, clear water); neither are consumed.



                          -------------------------

                                   Level 6

                          -------------------------


Bass's Elemental Domination (Enchantment/charm)

Sphere:  Elemental (any), Paraelemental (any)
Level:  6
Range:  80 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  1 Conjured Elemental
Saving Throw:  Special
Author:  Riccardo Facchetti <RICCARDO@CDC835.CDC.POLIMI.IT>

       This spell enables the caster to assume the control of an elemental creature conjured by another spellcaster or
magic device. Magic devices are considered as spellcasters of 12th level.  The domination has success with a base
likelihood of 11 on 1d20 (50%, you must make an 11 or better) modified with the following:

-- If the caster is of higher level with respect of the conjurer you must subtract the difference of level from the base
       throw.  (You have a better chance of success.) 
-- If the caster is of lower level with respect of the conjurer you must add the difference of level from the base
       throw.  (You have a worse chance of success.)
-- If the caster is an elementalist s/he has an additional modifier: 
      -2 if the elemental is of the same school of the caster 
      +2 if the elemental is of the opposite school of the caster
      +0 in any other case.
-- At the DM's option, you can modify the throw with something we may call the willpower:  WIS bonus for clerics,
       INT bonus for mages, the better of the two for cleric/mages.  Subtract (or add) the difference of willpower of
       the two spellcasters (of course pay attention to the sign of the number).
       If the spell fails, the elemental attacks the spellcaster who casted the Domination for at least 4 rounds of fury
without control, then the conjurer can restart to control the elemental (i.e. he can choose to let the elemental
finish the work or command it to a different target).
       The duration of the spell is 1 turn/level but it cannot be in any case higher of the remaining time of the
conjuration spell (see PHB p. 227, p. 232).  The material component is the caster's holy symbol.

Dark Sun setting:

       In DS setting this spell will work differently with respect to how powerful is the elemental to be dominated:
       If you try to dominate a LESSER elemental the duration of the spell is increased by 3 turns (Duration:  3
turns + 1 turn/level).
       If you try to dominate a NORMAL elemental the spell works as described above.
       If you try to dominate a GREATER elemental the spell works only on an elemental of your school, without
any same-school bonus and the duration of the spell is 1/4 of the normal (Duration:  1 turn/4 levels).

Note:  This spell can be casted only on elementals that are conjured, and works only for elementals that are
already controlled by another spellcaster.



Entomb (Evocation)

Sphere:  Elemental (Earth)
Level:  6
Range:  10 yards/level
Components:  V, S, M
Duration:  1 turn + 1 round/level
Casting Time:  6
Area of Effect:  1 creature size L or smaller
Saving Throw:  Neg.
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       This spell is an improved version of encase.  When cast, entomb completely surrounds the target in granite. 
The tomb hinders breathing, blocks vision, and prevents all movement, including somatic and verbal spell compo-

nents, for the duration of the spell.  
       If the target saves versus spell, he completely avoids the affects of entomb, as a hollow stone statue roughly his
shape appears next to him, collapses in on itself, and disappears.  If the target fails his save, he is immediately
entombed.  The victim will begin to suffocate after 1/3 his Constitution score in rounds (round up).  Thereafter, a
successful Constitution check each round with a cumulative -2 penalty will postpone damage for an additional
round.  After the first failed check, the victim suffers 1d6 damage each round until dead.  
       A victim may attempt to break free of his tomb.  Breaking free requires the entire round and a successful
Bend Bars/Lift Gates roll with a -1% penalty per level of caster.  In addition, suffocation weakens the victim such
that he looses 1 point of Strength each round he suffers suffocation damage (his Strength cannot fall below 1,
however), which will lower his Bend Bars/Lift Gates percentage.
       The granite tomb will crumble after suffering 25 points of damage plus 2 points per level of caster.  For
damage purposes, treat the tomb as having an Armor Class of 0.  Any attack that damages the casing has a 25%
probability of wounding the victim within; divide the damage equally between the tomb and the victim.  In
addition, the victim automatically incurs all damage above the amount required to destroy the tomb.  
       A successful dispel magic will immediately remove the tomb.  The material component for this spell is a fist-
size piece of granite.



Superior Elemental Wall (Alteration, Evocation)

Sphere:  Elemental (any)
Level:  6
Range:  10 yards/level
Components:  V, S, M
Casting Time:  6
Duration:  1 turn + 1 round/level
Area of Effect:  Special
Saving Throw:  None
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>


       This spell allows the caster to create a stationary wall composed of material from his elemental plane of
worship (Templars may cast this spell in any form).  As with the other elemental wall spells, superior elemental wall
covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged
in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet.  While this set of spells
share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its
composition.

Element  Properties

Air      Creates a wall of poisonous gas that is 20 foot thick.  Treat as per cloudkill (p. 166, PHB), except the
         vapors from a superior air wall are so toxic as to slay creatures with less than 5 + 1 Hit Dice, cause
         creatures with 5 + 1 to 6 + 1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and
         creatures up to 7 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain.  Those
         saving versus poison and those above 7 Hit Dice must leave the cloud immediately or suffer 2d6 points of
         poison damage each round while in the area of effect (no save allowed).
Water  Creates a wall of steam that is six inches thick.  Any creature passing though a superior water wall suffers
       6d8 points of damage plus 2 points per level of the caster.  In addition, a saving throw versus spells is
       required; failure indicates that the creature is blinded for 1d4+1 rounds after leaving the wall.  Attacks
       made through the wall are made with a -2 penalty.
Fire     Creates a wall of flames that is only inches thick.  Treat as per wall of fire spell (p. 225, PHB), except
         creatures within 10 feet of the side that radiates heat suffer 4d4 points of damage, and those within 20
         feet suffer 2d4 points of damage.  A superior fire wall inflicts 8d4 points of damage plus 2 points per
         level of the caster to any creature passing through it.
Earth  Creates a wall of stone that is 1 inch thick per level of caster.  Unlike the other versions of this spell, a
       superior earth wall is permanent unless destroyed.  Treat as per wall of stone spell (p. 173, PHB).

       The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.


Wax to Flesh (Alteration)
Reversible

Sphere: Cosmos
Level:  6
Range:  10 yards/level
Components:  V, S, M
Duration:  Permanent
Casting Time:  6
Area of Effect:  1 creature
Saving Throw:  Special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       The wax to flesh spell turns any wax into flesh.  If the wax was originally living, this spell restores life and
possessions provided a successful system shock roll.  Thus, any creature transformed into wax can be restored to
flesh regardless of size.  When cast upon ordinary wax, the caster can affect a volume of 10 cubic feet per level.  In
this case, the flesh is inert and lifeless.
       The reverse, flesh to wax, turns flesh of any sort into wax.  All possessions are converted to wax also.  The
victim is allowed a saving throw vs. polymorph to resist the effects of this spell.  Failure means that the victim is
immediately turned into a statue of wax.  As with flesh to stone, any statue created by this spell is subject to
breakage or weathering; however since wax is much more fragile than stone, the resulting statue is more susceptible
to these threats.  
       Wax statues are especially susceptible to fire and heat damage.  Any wax figure left exposed to fire (or acid)
or heat (e.g., the desert sun) in excess of 100 degrees suffers damage per the following table, and the victim, once
restored to flesh, appears as if mutilated by acid.  Remember, that the surface temperature in the desert is hotter
than the air temperature--when it is 100 degrees 7' off the ground, it can be 170 degrees on the surface.  
       The DM rolls 1d4 and modifies the roll depending upon the type of damage.  For normal fires (e.g.,
campfire), the DM modifies the roll by adding 1 for every round of exposure.  For magical fires (e.g., fireballs), the
DM modifies the roll by the amount of damage inflicted.  For heat damage, the DM modifies the roll by 1 and
adds 1 for every 10 degrees above 100 multiplied by the number of hours exposed.  For example, a wax stature is
exposed to a the desert sun all day, during which the temperature exceeds 100 degrees for 2 hours (+2), 110
degrees for 2 hours (+4), and 120 degrees for 1 hour (+3).  The DM rolls 3 on a d4, modifies the roll by +9, and
consults the following table for the effects under 9.  The victim, if returned to flesh, permanently looses 5 points of
Charisma and 9 HPs.  As can be seen, the effects are cumulative.

Modified
Roll     Effects

1-4      Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be reduced below 1).  This
         damage can only be healed by regenerate, wish, or similar magic.
5-9      Restored individual permanently looses Hit Points equal to the modified roll (cannot be reduced below 1
         Hit Point).  This damage can only be healed by regenerate, wish, or similar magic.
10-14  At least one of the victim's limbs is unusable; the DM randomly determines which, using 1d20 (1-4=left
       arm; 5-8=right arm; 9-12=left leg; 13-16=right leg; 17-18=two limbs; 19=three limbs; 20=all limbs). 
       This damage can only be healed by regenerate, wish, or similar magic.
>15      Restored individual is dead.  He can be brought back to life with resurrection, wish, or similar magic. 
         Note:  raise dead will not work since the body will not be whole.

       The material component is a small wax statue.




                         -------------------------
                                      
                                  Level 7
                                      
                         -------------------------


Water Intoxication (Conjuring/Summoning)

Sphere: Elemental (Water)
Level:  7
Range:  Touch
Components:  V, S, M
Duration:  1 round/level
Casting Time:  7
Area of Effect:  1 creature
Saving Throw:  Special
Author:  John M. Martz <JOHN_MARTZ@UNC.EDU>

       Upon casting this spell and successfully touching the victim, the caster causes the victim's cells to become
microscopic gates to the elemental plane of water.  As a result, every cell in the victim's body swells with water. 
The deleterious effects result from increased pressure on the brain.  Not only does the severity of this condition
increase over time, but the effects are cumulative, such that those suffered during stage 2 are in addition to those
endured during stage 1, and so on.
       Stage 1:  On the first round of the spell, the victim's facial and bodily features become distorted, he begins
sweating profusely, and he suffers the effects of a migraine headache.  In game terms, he suffers a -2 penalty to
attack, damage, and saving throws.  In addition, his Armor Class and initiative are worsened by 2 points.  This
condition causes spells and psionic powers to fail unless the victim makes a successful Constitution check; a
separate check must be made for each spell or power used while under the effects of this spell.
       Stage 2:  During the second through fifth rounds, the victim suffers as if under the effects of a Confusion
spell.  On the sixth round, the victim must make a system shock roll.  If he succeeds, he still suffers from
confusion, but his condition does not worsen this round.  Each round thereafter, he must make a system shock
check with a cumulative -10% modifier (i.e., -10% on 7th, -20% on 8th, -30% on 9th, etc.).  On a failed check,
proceed to stage 3.
       Stage 3:  The victim falls to the ground as his body is racked with convulsions; he is unable to attack or
defend himself, nor can he cast spells or use psionic powers.  On the round after he falls into convulsions, the
victim must again make a system shock roll using his normal percentage (start with original SS percentage; do not
include any penalties suffered above).  A successful check means that the victim continues to convulse for that
round; his condition does not worsen.  Each round thereafter, he must make a system shock check with a
cumulative -10% modifier.  On a failed check, proceed to stage 4.
       Stage 4:  The victim falls into a coma for 1d100 days.  On the last day (even if the victim is brought out of the
coma by magical means), he must save versus death.  A failed check means the victim dies.  A passed check means
the victim survives but suffers brain damage (roll 2d4 for INT and WIS to determine new ability scores--new scores
MUST be less than previous scores, reroll if necessary).
       If for any reason, the victim does not progress to the 4th stage of water intoxication--for example, the duration
of the spell expires or a successful dispel magic is cast on the victim--he will suffer the effects in the reverse order
(i.e., stage 3, stage 2, stage 1) for a length of time equal to the number of rounds he was affected by the spell.  For
example, after an initial round of migraine pain (stage 1), Julatok suffers from confusion for 7 rounds (stage 2) and
lapses into convulsions for 4 rounds (stage 3) before his companion is able to cast dispel magic on him successfully. 
He will then continue to convulse for 4 more rounds.  The convulsions will disappear, and he will suffer from
confusion and a migraine for 7 rounds.  Finally, the confusion dissipates, leaving a migraine headache for 1 round. 
In total, Julatok suffered the effects of water intoxication for 24 rounds.
       Water intoxication affects all creatures with well-defined nervous systems (even water dwellers, such as fish). 
The material component is a drop of water from the elemental plane of water; water from any other source (e.g.,
the prime material plane) will cause the spell to fail.  The caster may use his ability to gate water in order to
obtain this component, and he may store it for later use as long as it is not contaminated by water from any other
source.  This spell does not operate on the elemental plane of water nor will it work under water.  



Incorporating spells from The Great Net Prayerbook
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

       Note that The Great Net Prayerbook (currently in its 5th edition) includes a great many additional priest
spells.  To get a copy of the GNPB, simply ftp it from ??? (it's in the D_D/incoming directory).
       The DM should read all spells from the GNPB carefully to determine if and how they should be modified for
the DS setting.  For example, Winston's create party drink has the ability to create one cubic foot of drink and
should be limited to .5 gallon per level of the caster (as create water and create food and water, see DSRB); in
addition, the DM might want to rule on the usefulness (or uselessness) of particular drinks for combating
dehydration.  All the spells in the GNPB fall into the Sphere of the Cosmos, with exceptions listed below.  
       Air:  First level:  seedling; third level:  air column, air lance, wings of god; fourth level:  lightning strike [1],
neutralize gas; fifth level:  lightning strike [2]; seventh level:  black storm of vengeance, razorwind.
       Earth:  First level:  create earth, guardian watch, seedling, rock-jump; second level:  stone message; third level: 
stone seeds; fifth level:  stonewood, warp metal; sixth level:  Dedi's invisible poison swamp
       Fire:  First level:  coalstone, flame tongue; second level:  flame/frost blade (flame only); third level:  heat,
spontaneous combustion; forth level:  Lathander's mourning glow, moonlight; fifth level:  quench flame; seventh level: 
stop the sun
       Water:  First level:  water to wine, Winston's create party drink; third level:  Winston's create party food and
drink; fifth level:  quench flame; sixth level:  Dedi's invisible poison swamp, pass via water; seventh level:  black storm
of vengeance
       All elements:  forth level:  protection from elementals, 10-foot radius.
       The sixth level spell conjure air elemental and the seventh level spell conjure water elemental have been
replaced by the fifth level spell conjure elemental as per DSRB.              --------------------------------------------------

                               10. MAGIC ITEMS

              --------------------------------------------------

Bow of Fire.  XP Value:  ?? unique/artifact
>by The Ghost <C572909@MIZZOU1.MISSOURI.EDU> 
       (Inspired by the D&D cartoon series.)  This weapon appears to be a finely crafted composite longbow made
of some unknown type of black metal.  It is engraved in color with delicate flames and runes.  The bow itself is
99% magic resistant.
       In combat, the bow performs as a +4 weapon, +5 vs. fire-vulnerable creatures.  All missiles shot from the
device ignite as they leave the bow and cause 1d6 points of magical fire damage in addition to all normal and
magical damage.  Any flammable items struck by these fiery arrows will ignite normally.
       In addition to this, three times per day, any normal missile released from the bow will become a streaking
comet which explodes upon impact, creating a 5d10 Fireblast, causing damage to all within 30' (if struck by the
arrow, then no save, otherwise save for 1/2).  This power is activated by a command word, spoken as an arrow is
released.
       All effective ranges for this weapon are at 150% of normal, and damage bonuses for strengths up to 20 may
apply.  Only beings of 18(00) strength or greater may string the bow, and only specially enchanted, fire resistant
strings may be used.  Normal strings will burst into flame during their first use--ruining the shot and causing 1d6
points of fire damage to the archer.  Any failed saving throw vs. magical cold causes the bowstring to become
frozen and shatter.
       Editors' note:  The DM is encouraged to develop a background appropriate to the DS setting for this artifact. 
TSR's BoA might prove a useful reference.

King's Eye.  XP Value:  2,000
>by John M. Martz <JOHN_MARTZ@UNC.EDU>
       (Introduced in The Obsidian Oracle.)  Originally created by the sorcerer-king Andropinis of Balic, a king's eye
is a solid, conically shaped glass that permits the user to see clearly even through the thickest of silt storms.  The
viewer simply holds the broad end of the cone to his eye, so that the point is directed outward, and looks through
it.  During the day, the king's eye allows the viewer to see according to the visibility ranges listed under a clear sky
in the PHB, regardless of actual conditions (such as a rolling Silt Sea); at night, the visibility ranges are appropriate
for the amount of light present in the absence of any adverse conditions (e.g., twilight, two moons, etc.).  
       Five percent of these devices have the additional magical property of extending all visibility ranges by a
multiple of two or greater.  To determine the power of the magnification, roll a d8.  On a roll of 1 through 5,
visibility in increased by a multiple of two; on a roll of 6 or 7, visibility is increased by a multiple of three; and on a
roll of 8, visibility in increase by a multiple of four.

Silt Runner Sandles.  XP Value:  3,000
>by John M. Martz <JOHN_MARTZ@UNC.EDU>
       These sandles appear to be common peasant footwear, but slightly broader than usual.  When detected for
magic, they radiate a slight aura of Alteration magic.  These sandles permit the wearer to move as a silt runner;
that is, the wear's movement becomes 48, and he can easily run across the desert sands and even across silt for
"short stretches" (since the DSMC is not more specific, I lead it up to the DM to define "short stretches").  In all
other respects, silt runner sandles behave as boots of speed (p. 162, DMG).  Of course, both sandles must be worn
to gain these benefits.

Stilts of Walking.  XP Value:  2,000
>by John M. Martz <JOHN_MARTZ@UNC.EDU>
       These stilts usually appear to be normal 10 foot long wooden stilts (allowing a six-foot-tall man to wade into
the silt up to 14' with 2' breathing room).  However, when the user puts them on and speaks the command word,
they fuse onto his legs.  The stilts actually become physical extensions of the user's limbs, even conveying the sense
of touch.  This effect allows the user to walk on the stilts as if he was walking on his own legs.  He does not suffer
the normal penalties associated with movement on stilts (such as a DEX check every 100 yards; see VD&F, p. 14);
however, he still suffers penalties for wading in silt (e.g., terrain cost of 8, 1/3 normal movement in combat,
stepping off a trail; etc.).  The stilts remain fused to the user's legs until he speaks the command word again or 24
hours pass.  Then they revert to normal stilts and cannot be reactivated for another 12 hours (they may still be
used as normal stilts during this time, however).

Wand of Wonder  XP Value:  6,000
>by Undine <UNDINE@BROWN.EDU>
       The Wand of Wonder is back!  Instead of the normal percentage thing, I have two tables of 1-20, which to me
makes it slightly easier for the DM to look things up when they are rolled, and the first, usual table (meaning the
one and usually only table rolled on) is somewhat more innocuous than the second, so you could use one of the
two or both (as I've tried to do in a good way), as it suits your style.  Another thing, as some of you might notice,
some (a lot, as I recall in making this up a long time ago) of the above effects are taken from the wild magic tables
in the Tome of Magic, but that's only because they were cool (at least the ones I took were). 

                              Table 1

 1: The Wand turns into a Stirring Rod of Healing (one use before resuming wand form)
 2: The wielder is affected by Merciful Shadows for 1d6 turns
 3: All external liquid (i.e.,--not blood/other bodily fluids still in the body) within 20 feet dries up
 4: Grass covers everything within 15 feet
 5: A small illusory flag pops out with the word "BANG!" written on it
 6: Every creature within 15 feet has smoke rise from its ears for one round
 7: The caster smells like a skunk for one turn
 8: Colorful bubbles come out of the wielder's mouth instead of words for one turn
 9: The wielder's face is blackened by a small explosion
10: The wielder's clothes turn bright neon-pink with purple polka-dots
11: Feathers fall in a 15 radius around wielder for one round
12: Music fills the air for one round
13: Butterflies stream forth from wand for one round
14: The caster leaves monster-shaped footprints instead of her own for one turn
15: The wielder speaks in a squeaky voice until the next game session
16: The target sprouts leaves and vines (prunable, of course :)
17: The wand summons an ugly painting, ball of yarn, or giant boot
18: The wand fires 3-6 cream puffs at the target, doing no damage
19: One magical/metal item within 15 feet becomes nonmagical/nonmetal
20: Roll on Table 2 (or DM's whim :)

                              Table 2

 1: Every living thing within 15 feet must save vs. Death Magic or die
 2: A fireball explodes, centered on the wielder (who can try to save like everyone else
 3: An evil spirit psionically attacks the wielder in his sleep
 4: The wielder undergoes a sex change
 5: The wielder is Diminished, shrinking by 70%
 6: Everyone within 15 feet must save vs. spell or fall asleep
 7: There is Darkness in a 20 foot radius
 8: Both the target and wielder are covered in chocolate
 9: Everything within 15 feet is covered in a colorless slime (Grease :)
10: The wielder is compelled to recite bad poetry for one minute
11: The wielder is shocked for 1d4 points of damage
12: The wand fizzles and does nothing
13: The target falls in love with the wielder
14: Roll again every round for one turn
15: The wielder gains Ironhide for one turn (or armor spell of choice)
16: The wielder is completely healed
17: 1d6 magic missiles fire toward the target
18: A purple lightning bolt (3d6) shoots at the target
19: It rains within a 15 foot radius for one round
20: Target is turned to stone (or the wand disappears/is disintegrated)

Water of Rehydration.  XP Value:  1,000
>by John M. Martz <JOHN_MARTZ@UNC.EDU>
       Usually found in a simple non-magical container such as a wine skin, this specially enchanted water allows the
imbiber to rehydrate quickly.  Each draught restores 1d8 points of Constitution (it does not restore lost HPs,
however, these must be regained naturally or through magic; see DSRB).  A character can take multiple draughts
during the same day and receive these benefits each time.  A typical container contains 1d10+5 draughts.  Water
of rehydration cannot be contaminated in any way, such as mixing it with normal water; if it is, all magical proper-

ties are permanently lost.  
       Ten percent of the time, characters will find a cursed version of this magical item--water of dehydration--
which is indistinguishable form water of rehydration until consumed.  Each draught of water of dehydration causes
the imbiber to loose 1d6 points of Constitution.  The enchantment is such that the character feels refreshed, and
does not notice the Constitution drain.  Even if friends notice the deleterious affects and try to persuade the
character, he will persist in the delusion that there is nothing amiss.  (Constitution points lost due to water of
dehydration may be regained normally).  Unlike water of rehydration, the deleterious effects of water of
dehydration are not lost if contaminated.

Whip of Climbing and Snagging.  XP Value:  1,500
>by The Ghost <C572909@MIZZOU1.MISSOURI.EDU>
       This appears to be simply a well-made, circularly braided, 15' whip made of fine leather.  In combat, it can be
used to strike any opponent within 15', with adjustments to hit and damage according to its magical bonus.
       The power which gives the whip its name, however, and makes even the cursed version worth keeping, is that,
when a successful called shot is made, the whip will magically extend to reach creatures or objects up to 100' away
and wrap itself around them if they are less than 3' in diameter.  It will then retract itself with a force able to move
up to 200 lbs.  The effect of this will be either to bring the item towards the whip wielder, or to drag the whip
wielder to the item, depending upon whichever is more tightly secured/heavier.
       This can be extremely useful in climbing and in conjunction with the disarm or dismount maneuvers.  When
used to dismount or disarm, the wielder gains a +2 bonus to his/her strength check.  Note that the whip never
retracts to less than its 15' original length (which may leave a character dangling), and it remains tightly wrapped
around its target until one round is spent manually unwinding it.
              --------------------------------------------------

                                 11. MONSTERS

              --------------------------------------------------



Desert Shark
>by John M. Martz <JOHN_MARTZ@UNC.EDU>
(This creature is loosely based on one by the same name presented in After Man:  A Zoology of the Future by
Dougal Dixon, 1981.)


Climate/Terrain:     Sandy wastes
Frequency:        Uncommon
Organization:     Schools
Activity Cycle:   Any
Diet:          Carnivore
Intelligence:        Animal (1)
Treasure:      nil
Alignment:        Neutral
No. Appearing:    4d8+6
Armor Class:   7
Movement:      Sw 9 (18)
Hit Dice:      4
THAC0:      17
No. of Attacks:   1 (2)
Damage/Attack:    2d6
Special Attacks:     Surprise bonus, feeding frenzy
Special Defenses:    Submersion
Magic Resistance:  nil
Size:          M (5' long)
Morale:        Average (8-10)/Fanatic (18-19)
XP Value:      650
Psionics:      nil

       The desert shark appears a docile mammal (it has evolved from rodents not fish).  Short sparse hairs cover its
wrinkled pink skin along the entire length of its sausage-shaped body, from broad nose to long rat-like tail.  A
closer look reveals a blunt, strong head, four powerful shovel-like feet, and a mouth filled with razor-like teeth. Its
teeth curve inward and are all of equal length.
       Desert sharks commonly rest just below the surface of the sand with only their eyes and nostrils protruding. 
When on the hunt, they swim through the sand using sensory pits at the end of their noses to detect prey, which is
anything that the school can kill.

Combat:  A hunting school of desert sharks is a fearsome killing machine.  Victims have a -3 penalty to their
surprise rolls as the sharks swim underneath them.  During an attack, desert sharks remain mostly submerged
beneath the sand, imposing a -2 to their victims' attack rolls (effectively making them AC 5).
       Desert sharks bite and thrash their heads for 2d6 points of damage.  When first blood is drawn, the sharks go
into a feeding frenzy; treat as if under influence of _haste_.  While in a frenzy, each shark moves at double speed
(18) and receives 2 attacks per round as it attacks wildly.  In addition, its morale increases to Fanatical.  The
nature of this frenzy is such that the sharks will even attack and kill wounded members of their own school.  A
frenzy lasts for 6d4 rounds EVEN IF ALL THE ORIGINAL VICTIMS ARE KILLED; if there are no wounded
victims left alive, the sharks will simply tear the remains to pieces, rendering raise dead useless (stronger magic,
such as resurrection, is required to bring a victim back to life).

Habitat/Society:  Desert sharks live in schools where most of the members are related.  A school does not define a
territory, rather it wanders in search of prey.  Members from other schools are treated with indifference if hunting
is good; otherwise, a school aggressively attacks rivals as prey.
       Males are slightly larger than females, but both are equally aggressive.  They breed at irregular intervals,
usually when food is plenty or the school's numbers have fallen to low levels.  Each successful mating produces 1
pup.  In 2 out of 10 encounters, 10% of the school will be immature with the same abilities as the adults except for
the following:  2 HD; THAC0 19; dmg 1d6; SZ S (less than 3' long).

Ecology:  Desert sharks range throughout Athas, but they appear to be particularly common in the Great Alluvial
Sand Wastes.  While few species (e.g., megapedes and sink worms) are natural predators of desert sharks, sharks
prey on almost anything, including the young of these larger predators.
       Although generally considered a hazard, desert sharks' teeth are often used for small weapons and decoration. 
A rare shark (5%) will have something of value in its stomach, such as gems, coins, or a small magic item (e.g.,
ring). 



Ghole
>by John M. Martz <JOHN_MARTZ@UNC.EDU>
(This creature is based on one by the same name presented in After Man:  A Zoology of the Future by Dougal
Dixon, 1981.)

Climate/Terrain:     Scrub planes, rocky badlands
Frequency:        Common
Organization:     Packs
Activity Cycle:   Any
Diet:          Carrion
Intelligence:        Animal (1)
Treasure:      M, O
Alignment:        Neutral
No. Appearing:    4d4
Armor Class:   5
Movement:      9
Hit Dice:      2
THAC0:      19
No. of Attacks:   1
Damage/Attack:    3d4
Special Attacks:     Disease
Special Defenses:    nil
Magic Resistance:  nil
Size:          S (3' long)
Morale:        Unsteady (5-7)
XP Value:      65
Psionics:      nil

       The ghole resembles a large mongoose.  It's long neck, head, and feet are almost totally devoid of hair; course
gray hair covers the remainder of its body and tail.  Massive canines and molars protrude from its mouth, which it
uses to crack open bones for the marrow.  It is a model scavenger, feeding mostly on skeletal remains left by larger
predators.

Combat:  Gholes do not usually engage in combat, preferring to retreat; however they are not defenseless and will
attack if pressed.  Their crushing bite does 3d4 points of damage.  Their speed accounts for their low AC.  Given
the nature of their diet, a Ghole is 10% likely to carry a serious disease that can be transmitted via its saliva (DM
only needs to check once for each animal encountered--not every bite).  A diseased victim will gradually become
debilitated and die over the course of 2d3 Athasian weeks (i.e., 12-36 days) if not cured.

Habitat/Society:  Gholes live in small packs.  They have formed a symbiotic relationship with shelf termites.  As
most termites, these build massive mounds; however, the shelf termite mound includes a horizontal shelf several
feet off the ground.  This shelf provides the gholes with shade during the hottest part of the day.  In return, the
gholes frequently drag portions of carrion underneath the shelf to feed.  The termites eat the minuscule portions
that the gholes can not.
       The sexes are almost indistinguishable.  If gholes are encountered near their termite mound, there is a 3 in 10
possibility that they will have 1d6+2 young.  The young remain beneath the pack's termite mound, waiting for their
parents to return with food.

Ecology:  As carrion eaters, gholes tend to be despised even though they provide an important link in the Athasian
food chain.  Calling somebody a ghole is considered an insult.
       Gholes's teeth are occasionally used for small ivory items, such as dice and jewelry.  It's pelt is worthless. 
While they do not collect treasure, valuable items are sometimes dragged beneath the pack's termite mound along
with portions of the owner's remains. 


Hivers
>by John M. Martz <JOHN_MARTZ@UNC.EDU>
(These creatures are based on Hivers and Socials presented in Man After Man:  An Anthropology of the Future by
Dougal Dixon, 1990.)

                     Warrior     Bearer      Nurse       
                                                            
Climate/Terrain:     -------------------- Tablelands -----------------------
Frequency:        Rare        Rare              Very rare   
Organization:     -------------------- Hive ------------------------------
Activity Cycle:   -------------------- Any -------------------------------
Diet:          -------------------- Omnivore ------------------------
Intelligence:        semi (4)       semi (4)          semi (3)    
Treasure:      -------------------- nil ---------------------------------
Alignment:        -------------------- Neutral ---------------------------
No. Appearing:    3d6+3             1                 2d6 (in hive)
Armor Class:   6                 6                 10          
Movement:      18                18                12
Hit Dice:      6+5               4                 2           
THAC0:      13                17                19          
No. of Attacks:   4                 2                 1           
Damage/Attack:    1d6+2 (x4)     1d4+1/1d4+1    1d3         
Special Attacks:     -------------------- nil -------------------------------
Special Defenses:    -------------------- see below ----------------------
Magic Resistance:  -------------------- nil -------------------------------
Size:          M (7')            M (6')            M (5')      
Morale:        -------------------- Elite (13) -----------------------
XP Value:      975               175               65          
Psionics:      -------------------- nil -------------------------------

                     Queen       Seeker
                                  
Climate/Terrain:     --------- Tablelands ------------
Frequency:        Very rare      Very rare     
Organization:     --------- Hive -------------------
Activity Cycle:   --------- Any -------------------
Diet:          --------- Omnivore ------------
Intelligence:        low (7)     semi (2)
Treasure:      I,S               nil
Alignment:        --------- Neutral ---------------
No. Appearing:    1                 1 
Armor Class:   10                4 (10)
Movement:      3                 0             
Hit Dice:      9+10              1-1
THAC0:      11                nil
No. of Attacks:   1                 nil
Damage/Attack:    1d3               nil
Special Attacks:     --------- nil ----------------------
Special Defenses:    --------- see below -------------
Magic Resistance:  --------- nil ----------------------
Size:          L (12')           T (2')
Morale:        Fanatic (18)      Unsteady (5)
XP Value:      2000              35
Psionics:      --------- see below -----------


       Although humanoid, Hivers, also called Socials, live in large communities similar to those of social insects,
such as ants and termites, constructing large mounds that tower many stories over the desert sands.  Devoid of all
individuality, each member of the community is highly specialized, fulfilling one of four functions:  warrior, bearer,
nurse, or queen.  Hivers have formed a symbiotic relationship with a second species of humanoids called Seekers.
       All varieties of Hiver and Seekers share a common special defense.  Due to their similitude to social insects, a
psionicist attempting to contact a Hiver suffers a -5 to his power score (i.e., treat as if contacting insect under
Unusual Subjects table), unless he employs insect mind (see DK).  In addition, Hivers are immune to hold person,
charm person, and charm person or charm mammal spells, as well as other magics that affect only mammals (e.g.,
rings and potions of mammal control).  However, most spells and psionics that affect insects, such as the psionic
devotions pheromone discharge and hivemind (DK), also affect Hivers and Seekers, with the exception of
giant/shrink insect.  

Warriors

       The black body od the adult male, or warrior, is covered with short coarse black hair; a thick main extends
from the top of the head down to the center of the lower back.  A small lump runs across the back of the
shoulders and neck--it is a fatty store of nutrients.  They have protruding, bushy eyebrows, large, bulbous noses,
and thick moustaches, which help filter out the dust and silt of the desert.  Each of their long ears comes to point
several inches above the top of their heads.  Each of their elongated feet forms an extension to a long, slim leg,
such that they stand and run on the balls of their feet (kind of like a jack-rabbit).
       Perhaps their most alarming feature is their hand blades.  The outer edge of each hand is bone blade, from
the wrist to the tip of the little finger (indeed, their pinkies aren't really fingers, rather fused bone).  While these
blades are used for foraging, they make ample weapons.  In combat, warriors slash and jab with their hand blades
and kick with their powerful legs; each successful attack does 1d6+2 points damage.  
       Warriors defend the food-gathering expeditions, called strings; they also defend the hive from attack.  A Hiver
society has a minimum of 100 warriors (25% of population).  Regardless of the number of warriors in a hive,
roughly one-third remain at the hive as guards at all times.
       Especially old warriors become breading drones, spending the remainder of their lives inside the colony near
the queen's chamber.  Drones have maximum HPs (53), but their age has reduced their agility (AC 8), speed (MV
12), and strength (dmg 1d6 x4).  At any given time, a hive will contain 2d4 drones (this number is in addition to
the number of warriors above).

Bearers

       Bearers are sterile adult females that accompany the foraging strings.  They resemble warriors in most ways,
except they do not have hand blades.  In addition, they have a kangaroo-like pouch in their stomach.  When
encountered outside the hive, a bearer will always carry a Seeker in her pouch, cradling it in her arms.  Bearer and
Seeker remain in constant telepathic contact while touching.  It is through this link that the Seeker communicates
with the string.
       A bearer's main purpose is to defend her Seeker.  She will always attempt to keep warriors between herself
and any enemies.  If attacked directly or separated from the warriors, she will flee back to the hive.  She will only
engage in melee if cornered; then she receives two kicks per round (1d4+1 each).  She will die defending her
Seeker.
       The hive will have a minimum of 20 bearers at any given time (5% of population).  

Nurses

       Most adult females are nurses, spending their lives caring for the queen, her young, and the Seekers.  These
sterile females, bear little resemblance to warriors or bearers.  Rather, no hair covers their pink skin.  Neither do
they have pouches nor hand-blades.  Unlike bearers, nurses have well-developed mammalian glands for feeding the
young of the queen and the offspring of the Seekers.  
       Nurses are the laborers of the hive.  They clean, tend the young, and cultivate the fungus gardens.  Nurses are
never encountered outside the twisting corridors of the hive.  They will attack invaders on sight.  The average hive
has a minimum of 150 nurses at any given time (35% of population).
       Hiver juveniles of both sexes resemble smaller, immature versions of nurses, except their skin tends to be a
deep bronze from exposure to the Athasian sun.  Their function is to act as food and water gatherers,
accompanying the strings.  When they reach maturity, they differentiate further into their adult form.  The hive has
a minimum of 150 juveniles (35% of population).

Queen

Psionic Summary:
Level     Dis/Sci/Dev      Attack/Defense       Score       PSPs
2           1/1/5             --/M-          20    120

Psychometabolic--Sciences:  complete healing; Devotions:  adrenalin control, biofeedback, cell adjustment, mind
over body, suspended animation.

       At 12 feet, the queen dwarfs all others of her hive.  She resembles a very large nurse with grossly exaggerated
hips and abdominal cavity.  The length and width of her body greatly surpasses the ability of her legs and spine to
support her.  Using her arms, she can raise her upper body off the ground and drag herself.  
       The queen's sole purpose is to produce the hive's young, giving birth every 30 days to litters of 15 to 20
children (1d6+14).  As such, the entire community revolves around her; the warriors, bearers, and juveniles find
food and water, and the nurses clean and feed her.  Neither does she care for her children; rather this task falls to
the nurses.  
       Finally, a queen's physical and psionic abilities represent an evolutionary adaptation to the prodigious
demands of near constant childbirth.  She has a constitution of 20, which gives her the following benefits:  all 1s
rolled for HD are automatically considered 2s; she saves vs. poison with a +1 bonus; and she regenerates lost HPs
at the rate of 1/6 turns.  Her psychometabolic powers allow her to undergo the trauma of the birthing process and
to heal quickly afterwards, as well as fight infection and disease.  In dire times, she can even suppress her bodily
needs.  She will never use these powers to benefit anyone but herself, as she is the single most important member
of the community.
       A queen is never encountered outside the hive; indeed, she is so swollen that she cannot fit through the exits
of her chamber.  However, she will attack invaders in her chamber on sight by swinging one of her hands at them
(she will use the other to support herself).  The average hive contains 1 queen at any given time; occasionally, 1d4
additional immature queens will be present at other locations throughout the hive.  These immature queens will
only be present in extremely large hives (population over 5000) and represent the precursors to colonization
excursions (see below).

Seekers

Psionic Summary:
Level     Dis/Sci/Dev      Attack/Defense       Score       PSPs
6           3/3/11+bonus      --/IF,MB,M-    17    200

Clairsentience--Sciences:  clairvoyance, sensitivity to psychic impressions; Devotions:  danger sense, feel light (no
cost), feel moisture (DK), feel sound (no cost), know direction, poison sense, radial navigation, weather prediction
(DK).
Telepathy--Sciences:  mindlink (no cost with bearer); Devotions:  contact (no cost with bearer); life detection.
Psychometabolic--Sciences:  none; Devotions:  Heightened Senses (limited to smell and taste)
Bonus--Hivemind (metapsionic devotion, DK).

       The Seekers are a degenerate humanoid species that is entirely dependent on Hivers for their care.  Their
arms and legs have atrophied into shriveled appendages, so they cannot feed, move, or clean themselves.  They
cannot even mate without assistance.  Due to complete reliance on psionic abilities (feel light and feel sound,
which are always activated and maintenance free), their eyes and ears have become useless also; indeed smooth
skin covers their eyeless sockets, and small external ears hide a lack of both middle and inner ears.  Unlike Hivers,
their meager pink bodies are mostly devoid of hair, except for the tops of their heads, which is usually black or
dark brown.  
       At first glance, these defenseless creatures (AC 10 when not being carried) might seem to be the sole
beneficiaries of their symbiotic relationship with Hivers.  However, Seekers use their considerable innate psionic
abilities to locate food and water for the hive.  While being carried by a bearer, a Seeker maintains a continuous
mindlink with her (maintenance free), directing the foraging group toward these valuable resources.  Furthermore,
it can employ additional powers to aid these expeditions.  For example, weather prediction helps warn of
approaching storms, know direction and radial navigation help ensure a safe return to the hive, and danger sense
and life detection warn of potential hazards.
       When not being carried be their bearers, Seekers are usually kept within a central chamber of the hive where
nurses care for their many needs.  The average hive will have 5d6 adult Seekers at any given time.

Habitat/Society:  While mammals, Hiver society and cognition mirror that of social insects, and they respond
accordingly; they have a structured and highly centralized society and no individuality.  Hivers communicate by a
complex combination of grunts, hand and body gestures, and pheromones. 
       Hivers construct gigantic mounds, many stories high.  These hives are architectural marvels--massive rock-like
structures compete with breathing chimneys, thick vented walls, and flat slopping roofs with overhangs providing
shade.  Tunnels underneath reach deep into the water-table where food is kept cool.  These narrow winding
tunnels link chambers of varying sizes and purposes, such as excrement chambers were fungus gardens are
cultivated, turning the community's offal into edible material.
       Each hive defines a territory of many miles surrounding its mound.  Members from another hive entering this
territory are attacked.  Occasionally, a Hiver community will assault a rival's hive.  These wars end when the
attackers are driven back or the besieged queen is killed.  If the queen is killed, the invaders will claim the hive as
their own, transport an immature queen and some Seekers from their original hive, and establish a new
community.  
       Each day, strings leave the hive shortly before dawn in search of food and water (note number of expeditions
is limited by the numbers of bearers and Seekers in the hive).  A randomly encountered string consists of 3d6+3
warriors, 1 bearer, 1 Seeker, and 5d4 juveniles.  The male with the most HPs is the stringmaster, commanding all
other stringmembers.  Juveniles carry simple baskets and jugs to transport food and water back to the hive.  
       While Hivers will eat small prey and carrion, they do not normally attack larger creatures.  If attacked, a
string forms a semi-circle (or circle, if outnumbered) around the bearer and Seeker.  The warriors comprise the
outer ring, with juveniles between them and the bearer.  All members of the string will fight to the death to protect
the Seeker.

Ecology:  While Hivers may be found anywhere on Athas, they are more common in the great sandy wastes to the
south of the Tyr region.  Many larger predators prey on individual members of strings, or even entire strings, but
few, no matter how powerful, are able to infiltrate the hive itself.  
       While Hivers tend to collect shiny items, which they place in the queen's chamber, Hivers produce nothing of
value, except maybe the hive itself.  Abandoned hives may provide excellent shelter for many creatures, such as
Gith, Belgoi, and even slave tribes.  It is rumored that the blood from a queen's afterbirth can be used to cure
infertility. 


Insect Swarm:  Crystal-wing Butterfly
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

Climate/Terrain:     Forests, Oases
Frequency:        Very rare
Organization:     Swarm
Activity Cycle:   Day
Diet:          Herbivore
Intelligence:        Non- (0)
Treasure:      nil
Alignment:        Neutral
No. Appearing:    1d100 x 1000
Armor Class:   10
Movement:      Fl 15 (A)
Hit Dice:      1 HP/10 insects
THAC0:      see below
No. of Attacks:   see below
Damage/Attack:    nil
Special Attacks:     nil
Special Defenses:    see below
Magic Resistance:  nil
Size:          T (5" long)
Morale:        Unreliable (3)
XP Value:      35 per 100 insects
Psionics:      nil

       Even a desolate world contains beauty.  On Athas, one of the most beautiful creatures is the crystal-wing
butterfly.  The prism-like wings of these insects reflect the rays of the sun into startling sprays of color; at night,
they glow with the soft luminescence of stored sunlight.  Unlike most insect swarms, such as locust and minikanks,
crystal-wing butterflies are relatively harmless, posing little direct threat to animals or crops.

Combat:  These diminutive creatures have no form of attack; however, when in large numbers (greater than 1,000),
their defenses are considerable.  Any creature approaching within 50' risks startling the swarm.  Unless the creature
makes a conscious effort to move cautiously, the swarm automatically startles on a failed morale check.  In game
terms, to avoid this result a player needs to explicitly state that his PC intends caution.  Then, for every round
spent within 50' of the swarm, a creature must make a successful dexterity check with a +1 penalty for every
additional creature in the area of effect (e.g., comrades and mounts) to a maximum of +4; the first failed check
startles the swarm.  In addition, any loud noise or sudden moves, such as shouting and combat, automatically
results in a failed check.  
       If the swarm is startled during the day, the sunlight passing through their fluttering wings causes a captivating
spray of colors to fall on any creature within 50'.  This defense is similar to a rainbow pattern spell except the effect
is maintained as long as the swarm flies, plus 2 rounds thereafter, and there is no limit on the number of levels of
creatures affected.  A creature is allowed a saving throw versus spells with a -1 penalty per 20,000 insects (-1 at
20,000; -2 at 40,000; etc.) to avoid the effects of the pattern of colors.  Creatures who can not see are not affected.
       If the swarm is startled during the night, the luminescence of their fluttering wings causes a ghostly glowing
pattern affecting any creature within 50'.  Treat as a hypnotic pattern spell with the following exceptions:  effect is
maintained as long as the swarm flies, plus 2 rounds thereafter; there is no limit on the number of levels of
creatures affected; creatures must save versus spells with a -1 penalty per 20,000 insects.  
       Once startled, the swarm stays agitated as long as any creature (except other crystal-wing butterflies, of
course) remains in motion within 50'.  During this time, their special defenses are active.  After all motion ceases,
the swarm returns to rest in 4d4 rounds +1 round per 20,000 insects (+1 at 20,000; +2 at 40,000; etc.), at which
point, their defenses are inactive.
       Every point of damage inflicted on a swarm kills 1d10 butterflies (roll a d10 die for every point inflicted--e.g.,
Marston swings his club and inflicts 5 HPs damage, he rolls 5d10 and gets 23; thus he kills 23 butterflies).

Habitat/Society:  Crystal-wing butterflies cross wide areas of open desert along well-defined migration routes,
linking sheltered clearings in hidden groves.  These flower-rich clearings and surrounding groves serve as breeding
sites where the butterflies' eggs hatch into brown caterpillars with green flecks.  Several migration corridors are
known, one of the largest originates in the Forest Ridge north of Ogo, and terminates deep in the Crescent Forest
between Gulg and Nibenay.  Oases along these routes serve as resting sites; one of the largest is Lake Pit.
       During the day, a distant migrating swarm of crystal-wing butterflies appears as a low-flying cloud that
sparkles with all the colors of the rainbow.  Due to cold, swarms rarely migrate across the desert at night.

Ecology:  Despite their defenses, crystal-wing butterflies do fall prey to predators, most relying on sound and scent
rather than sight.  Crystal-wing butterflies neither collect treasure nor produce anything of value.  However, since
many larger predators, such as the Kirre, welcome prey immobilized by the butterflies' defenses, it is not
uncommon to find incidental treasure near sites frequented by these butterflies.  In addition, the dried, undamaged
wings of a crystal-wing butterfly may serve a substitute for material components of many spells relying on light,
such as glitterdust, hypnotic pattern, and rainbow pattern.


Spider, Elf-bane
>by John M. Martz <JOHN_MARTZ@UNC.EDU>

Climate/Terrain:     any frequented by Elves
Frequency:        rare
Organization:     solitary
Activity Cycle:   any
Diet:          Elves
Intelligence:        semi (2-3)
Treasure:      nil
Alignment:        Neutral
No. Appearing:    1
Armor Class:   2
Movement:      24
Hit Dice:      10+5
THAC0:      9
No. of Attacks:   1
Damage/Attack:    1d6
Special Attacks:     Poison
Special Defenses:    shoot web
Magic Resistance:  10%
Size:          H (18' tall)
Morale:        Champion (15-16)
XP Value:      5,000

Psionics Summary:
Level    Dis/Sci/Dev   Attack/Defense    Score     PSPs
1           1/1/3          --/M-                16        30

Psychometabolism--Sciences:  Shadow-from; Disciplines:  Chameleon Power, Displacement, Detect Elf (no cost).

       Unlike most spiders, which sit in wait of prey, the Elf-bane spider's long legs allow it to achieve great speeds
in pursuit of its preferred prey, Elves.  Its small beige tear-drop body (roughly 3' radius) stands atop 18' legs.
       It feeds almost exclusively on Elves; although it will eat Half-elves if desperate.  It uses its unique psionic
ability, Detect Elf (a variant of Heightened Senses), to locate its prey.  This ability is considered always on and is
maintenance free.  With it, the spider can smell any being of at least 50% Elven heritage up to 5 miles distant.

Combat:  This spider will always seek out and attack Elves before any other creature; next it will attack Half-Elves
(since it does not find Half-Elves as nutritious as full-blood Elves).  It can not digest those with less than 50%
Elven heritage, so it normally ignores them; however it will fight if threatened.
       The Elf-bane spider usually uses its psionic abilities (shadow-form and chameleon power) to close to within a
hundred yards of its prey.  It then initiates its displacement power and dashes to the attack at full speed.  It attacks
with its bite, which causes 1d6 points of damage; however, its most dangerous form of attack is its poison.  As soon
as it has incapacitated a victim, the spider will pick the body up and move to a safe location where it can digest its
meal.
       The severity of a bite from an Elf-bane spider varies as a function of the victim's race, affecting onset time,
damage, and saving throw adjustment, see the table below.  The adjustment to the victim's saving throw is
cumulative with any other adjustments, such as those due to low or high constitution.  For example, while Gwenn,
an Elf, faces immediate death (with a -4 penalty to her save) should she be bit; Halminok, a Dwarf, has a good
chance (+4 bonus to his save) to remain unaffected, especially if he also has a high constitution (he still takes
biting damage, of course).

  RACE       CLASS      ONSET         STRENGTH    ADJUSTMENT
  Elf          E             immediate            death/20       -4
  Half-elf     D             1-2 min              30/2-12        -2
  Mul          B             2-12 min             20/1-3         +2
  Dwarf        A             10-30 min            15/0           +4
  Human &
   others      C             2-5 min              25/2-8         0

       The Elf-bane spider does not spin a stationary web.  However, if seriously wounded (i.e., HPs fall below 25%
of normal), it will attempt to flee by shooting a single 9' long strand of web at the nearest target using its normal
THAC0 versus AC 10 (modified by target's DEX).  If the strand hits, it raps around the victim--treat as per spider
strand spell (see DK).  Any creature man-sized or smaller is immobilized and cannot move.  Any large creature is
impeded and moves at half rate, attacking only half as often with a -2 penalty to the attack roll.  Any huge or
gargantuan creature is unaffected.  In order to break free of the strand, the victim must make a successful half
bend bars roll FOR EACH YARD of the strand (i.e., 3 separate rolls).  A large creature is no longer impeded
after breaking 1 yard, a man-sized creature is no longer immobilized after breaking 1 yard and no longer impeded
after breaking 2 yards, a small creature is no longer immobilized after breaking 2 yards and no longer impeded
after breaking 3 yards, and a tiny creature remains immobilized until all 3 yards are broken.  The strand may be
cut at the rate of 1 yard per round (if the target is immobilized, he cannot attempt to cut the strand).

Habitat/Society:  The Elf-bane spider is a solitary creature, pursuing its prey across the burning sands; however, it
is not uncommon to find several spiders independently following the same Elven tribe.
       Elf-bane spiders mate twice a year, for one week immediately following High Sun and one week immediately
following Low Sun.  As with most spiders, the male is significantly smaller than the female, but with few exceptions
(HD 5; THAC0 15; SZ M), his stats are identical to the female's.  She will invariably kill him after mating if he is
slow in his escape (an odd carry-over from their origins, since she cannot digest him).  The female wraps her
fertilized eggs in a web ball and buries them beneath the sand; after two months, 3d6+2 young emerge.  They
mature quickly, reaching full size before the next mating period.

Ecology:  Scholars dispute the origin of the Elf-bane spider.  Some hold the view that today's spiders are the
descendants of spiders originally created by the sorcerer-king Andropinis of Balic in order to protect his orange
groves from Elven thieves.  Their psionic abilities and resistance to magic have been offered as evidence for this
theory.  Others believe that a long forgotten Dwarven civilization bred these spiders to be used in a standing
conflict with an equally ancient Elven nation.  The fact that Dwarves are highly resistant to this spider's poison is
often cited as support for this latter theory.
       Elf-bane spiders do not collect treasure, and their nomadic nature prevents them from accumulating incidental
valuables.  They produce little of value (although some would say that killing Elves is value enough); however,
those skilled in herbalism or the making of poison (such as bards) can extract enough poison from one spider for
2d6 applications--the poison has the same properties as above and retains its potency for 2 Athasian weeks (i.e., 12
days). 

Traplan
>by Andrew Lohmann <LOHMANN@SOCIAL.CHASS.NCSU.EDU>

Climate/Terrain:     Temperate Forest
Frequency:        Rare
Organization:     Group
Activity Cycle:   Day, Evening
Diet:          Carnivore
Intelligence:        Low
Treasure:      nil
Alignment:        Neutral
No. Appearing:    1-4
Armor Class:   7
Movement:      6
Hit Dice:      1
THAC0:      16
No. of Attacks:   1
Damage/Attack:    See below
Special Attacks:     Poison
Special Defenses:    nil
Magic Resistance:  Standard
Size:          S
Morale:        Low
XP Value:      75
Psionics:      nil

       The Traplan appears as a smallish creature that is a cross between a squirrel, an armadillo, and a land-urchin. 
It has an armored hide similar to the silver-colored armadillo (yet not as cumbersome), with thin, 6" black spikes
extruding from the armor. When it rolls itself into a ball, the spikes point out in all directions. 
       When the animal is not rolled up, one can notice its squirrel-like face and claws, which gives it the ability to
climb trees rapidly, as well as to jump tree to tree as a normal squirrel would. 

Combat:  These creatures do not engage in direct combat, but rather fall upon their victims from the trees in an
attempt to spike them. If they happen not to be in the trees (only 15% chance), they may dig about .5 foot into the
ground and lay there, waiting for something to come by and step upon them. If any of the spikes penetrates flesh,
the victim must save vs. poison immediately or suffer the effects outlined below. 
       The insidious poison is very dangerous, not only for the victim, but for those around the victim.  When the
victim is injected with Traplan venom, they must save at -3 or suffer 5d6 damage and go into a coma for 2d8
hours.  A save indicates that only .5 damage was taken, and there is no ensuing coma, but rather during that time
period the victim suffers from severe dizziness and disorientation (-4 to hit, -4 damage, -4 AC, -4 movement rate).
The perspiration of the victim acts as a contact poison for the period of time they are disoriented or in a coma.  If
anyone should contact their exposed flesh (such as to cast Neutralize Poison), they must save to avoid taking 3d6
damage (they will take .5 damage if the save is made) and go into a coma for 2d4 hours (a save indicates the same
disorientation and penalties as above).  This persons' perspiration then acts as a contact poison; see chart below.

                  Saving
                  Throw             Duration
Contact           Mod.  Damage      (in hours)
----------------------------------------------------------------------------
1st (initial)        -2       5d6         2d8
Once removed      0        3d6         2d4
Twice removed     +2       1d6      1d4
Thrice removed          i n e r t

Habitat/Society:  The Traplan tend to stay in small groups, hunting together, and dropping in unison upon prey
below.  Once the prey has been incapacitated, they will feed on the body, even if it is still alive (with each Traplan
causing 1-2 points of damage per round).  The Traplan are immune to their own poison.  
       Their poison is highly sought by assassins, yet finding these rare creatures in the treetops of the darkest forests
without getting injected is an immense challenge.

Ecology:  Many larger, intelligent predators are aware of the power of the Traplan, and will usually follow a group
of them, and the accompanying chattering/clicking noise, around the forest (without getting too close themselves, of
course).  They will then eat whatever is left of the carcass, after the Traplan have had their fill.
              --------------------------------------------------

                               12. BIBLIOGRAPHY

              --------------------------------------------------

>By John M. Martz <JOHN_MARTZ@UNC.EDU>, with some help from David Gehring
<GEHRING@CS.UWP.EDU>
       Here is a list of DARK SUN references (above and beyond the original boxed set and the CPsiH), as well as
a selection of items directly relevant to DARK SUN.  For simplicity's sake, references are grouped by source and
type.  Also, all are published by TSR, Inc. unless otherwise noted.


DRAGON ARTICLES:

Baker, L. R., III.  (1993).  Campaign journal:  Slave hunters and silt sailors.  Character kits in a DARK SUN
       campaign.  #194, 71-80.

Baker, L. R., III.  (1994).  The preserver's choice:  To defile or not to defile.  #202, 42-45.

Bigelow, R.  (1992).  Through the looking glass:  The Dark Ages and the DARK SUN world, in miniature.  #185,
       112-118.

Brown, T. B.  (1992).  The arena master's arsenal:  New weapons forged in the DARK SUN setting.  #185, 11-16.

Brown, T. B.  (1992).  Mastered, yet untamed:  Deadly beasts of burden for DARK SUN campaigns.  #185, 18-24.

Brown, T. B., & Connors, W. W.  (1991).  The monstrous side of the DARK SUN world:  Feral halflings, thri-
       kreen, and half-giants--as player characters!  #173, 11-17.

Brown, T. B., & Connors, W. W.  (1991).  Random magic for organized minds:  Randomized spell lists for DARK
       SUN campaigns.  #173, 24-28.

Cooke, R.  (1993).  The ecology of the giant scorpion:  The little ones are dangerous enough, but the big ones . ... 
       #197, 10-12.

Denning, T.  (1991).  A letter from the wanderer:  The dark undead of Athas, the DARK SUN world.  #173, 19-
       22.

Detwiler, G.  (1993).  Beyond the dark horizon:  New spells and magical items for the DARK SUN campaign
       world.  #197, 84-88.

Oltion, J.  (1991).  A little knowledge.  #173, 67-75.

Smedman, L.  (1993).  Ashes to ashes.  #197, 91-98.

Varney, A.  (1992).  Water and ashes.  #185, 35-38.

Williams, S.  (1992).  Sage advice.  #177, 52-54.

Williams, S.  (1992).  Sage advice.  #178, 92-93.

Williams, S.  (1992).  Sage advice.  #185, 76-80.

Williams, S.  (1993).  Sage advice.  #189, 98-100.

Williams, S.  (1993).  Sage advice.  #191, 78-80.

Williams, S.  (1993).  Sage advice.  #194, 53-55.


DUNGEON ARTICLES:

Maxwell, R.  (1993).  Raiders of the Chanth.  #44, 36-52.

Varney, A., & Swan, R.  (1992).  The Year of the Priest's Defiance.  #35, 26-34.


NOVELS:

Denning, T.  (1991).  The Verdant Passage.

Denning, T.  (1992).  The Crimson Legion.

Denning, T.  (1992).  The Amber Enchantress.

Denning, T.  (1993).  The Obsidian Oracle.

Denning, T.  (1993).  The Cerulean Storm.

Hawke, S.  (1993).  The Outcast.


MODULES:

Baker, L. R., III, Smedman, L., Botula, K., Pass, G., & Bund, A.  (1993).  Dragon's Crown.

Baker, L. R., III.  (1993).  Merchant House of Amketch.

Connors, W. W.  (1993).  Marauders of Nibenay.

Cook, D.  (1991).  Freedom.

Cook, D.  (1992). Road to Urik.

Pryor, A.  (1992).  Asticlian Gambit.

Slavicsek, B.  (1992).  Arcane Shadows.

Witt, S.  (1993).  Black Flames.


RULE SUPPLEMENTS:

Baker, L. R., III.  (1992).  Valley of Dust and Fire.

Bass, W. M., & McComb, C.  (1993).  The Complete Gladiator's Handbook.

Bass, W. M.  (1993).  City-state of Tyr.

Brown, T. B.  (1992).  Dragon Kings.

Phillips, C. T. (Ed.).  (1992).  Monstrous Compendium, Terrors of the Desert.

Pryor, A.  (1992).  Dune Trader.

Slavicsek, B.  (1992).  Slave Tribes.

Varney, A.  (1992).  Veiled Alliance.


NON-FICTION:

Page, J., & the editors of Time-Life Books.  (1984).  Planet Earth:  Arid Lands.  Alexandria, VA:  Time-Life Books.