Athasian Spells
These are the spells that Neil has approved for play in his Dark Sun game.
Altruism
Conjuration (Healing)
Level: Clr 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 day
Savings Throw: None (harmless)
Spell Resistance: Yes (harmless)
With this spell, you may transfer Hit Points to another character or being of any Alignment not directly opposed to your own (Good vs. Evil or Lawful vs. Chaotic). Hit Points are exchanged on a 1 to 1 basis and may not be "taken back" until the duration of the spell expires. The recipient of the spell cannot gain more Hit Points than they normally have, and cannot refuse the gift even if they want to.
Black Cairn
Divination
Level: Drd 1, Tem 1
Components: V, S, F, DF
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft.+40 ft./level
Duration: Instantaneous
This spell allows you to determine the location of one specific corpse (Animal or otherwise) within the spell’s radius. If you possess an object that belonged to the target, the casting time is halved. If the corpse is within range, you know the direction and distance to the corpse, along with a Vision of its location. Focus: Five smooth black stones, each larger than a fist. The stones must be stacked in a pile as you cast the spell.
Boneclaw's Cut
Evocation
Level: Sor/Wiz 3, Druid 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. per level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The boneclaw claws are extremely sharp, so sharp in fact that a single cut could be lethal. The wounds are deep and bleed long. The victim of the Boneclaw's Cut suffer wounds from similar cuts. Each cut inflicts 1 point of Damage, but continues to bleed, dealing an additional point of Damage per round until 10 rounds have passed for a total of 10 points of Damage per cut. A successful Heal check (DC 15) or cure spell prevents the wounds from bleeding further. The amount of cuts inflicted by the spell varies with the caster's level. At 4th level the spell inflicts 1 cut. At 8th level the spell inflicts 2 cuts. At 12th level the spell inflicts 3 cuts, at 16th level 4 cuts, and at 20th level 5 cuts. Spellcasters and psionic- wielding characters must make Concentration checks to successfully cast spells and manifest psionic powers as per the rules governed by the Concentration skill.
Focus: A knife made from a boneclaw claw
Breathing
Transmutation
Level: Clr 3, Drd 3, Tem 3, Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe freely regardless of being submerged in Water, silt, or Earth. Divide the duration evenly among all the creatures you touch. The subjects can breathe normally in silt-filled Air (commonly known as the gray death), but otherwise get no benefits against inhaled poisons or gaseous contact poisons of any sort.
Note: This spell replaces the Water Breathing spell in the PHB.
Claws Of The Tembo
Necromancy
Level: Drd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude negates
You grow vicious claws similar to those of a tembo. You may make 2 attacks per round per the rules of Natural Weapons at your highest base attack. The claws inflict 1d6 + your Strength modifier points of Damage (crit 20x2). Like the dreaded tembo, your claws can drain a victim's lifeforce and transfer it to you. Every time you hit with a claw the creature struck must roll a Fortitude save or lose an additional 1d4 hp which are transferred to your current hp total. If the transferred hp bring your hp total above your normal maximum hp, the additional hp are considered Temporary Hit Points (note you can only have one temporary hit point boost at a time). You are unable to cast spells with somatic components while this spell is in effect.
Material Component: A scale from a tembo.
Clear Water
Transmutation
Level: Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 gallon/level Water
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With this spell, you can change Athasian Water into its truer, more elementally pure form. Impurities and imperfections are removed, making it twice as effective at quenching thirst and nourishing Plant life. A creature only needs to drink half as much cleared Water as it would need to drink normal Water. For example, an active Human need only 1/2 gallon of cleared Water/day to avoid dehydration, instead of the normal 1 gallon. When used to grow plants, cleared Water can double the yield of fruit or grain-bearing plants. This applies to trees of life as well. But this benefit only comes if cleared Water is used to irrigate the crop every day.
Cooling Canopy
Conjuration (Creation)
Level:Wiz 1, Clr 1, Drd 1
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 30-ft.-radius emanation centered on a creature
Duration: 12 hours
Saving Throw: Will negates (harmless)
Spell Rsistance: Yes (harmless)
When Cooling Canopy is cast, a small blue cloud gathers in the sky far above the target’s head. This cloud blocks the direct rays of the sun and provides shade for anyone within the spell’s radius. Those so protected need only one-half their normal Water ration (or one-quarter if resting instead of traveling) needed to prevent dehydration. A creature must spend the majority of the 12 hours underneath the Cooling Canopy to decrease their required Water intake.
Material Component: A drop of Water.
Focus: A filmy bit of material (anything will do) stretched over the top of a stick or twig.
Curse Of The Black Sands
Transmutation
Level: Clr 4, Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes
When this curse is cast, the target leaves black, oily, footprints in the Earth or on silt. The prints are easily tracked, and cannot be erased or destroyed until the spell expires. They can be covered, but not by Earth. A Giant leaf, for example, could Hide a few footprints, but this would be a temporary fix at best. If the victim flies or takes to the trees, he can avoid the spell's effects until he comes down again. In silty areas, a black streak resembling a Slow current will follow the cursed character whenever he is in contact with the surface. This includes wading or walking on the top of the silt by spell or magical devices. It would not affect those who Fly or Teleport. Should you cast several of these spells on multiple targets, you will be able to tell the various trails apart, even if they should cross or overlap.
The trail disappears when the spell expires.

Darkness
Can be cast as a 2nd level Druid spell.

Deeper Darkness
Can be cast as a 3rd level Druid spell.
Defiler Scent
Divination
Level:Drd 0, Tem 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Creatures within 20-ft. spread
Duration: Instantaneous
You can smell the presence of defilers within the spell's area of effect. This spell does not reveal the number defilers, their locations, or their Strength; just their presence or absence. If there are defilers in the spell's area of effect, you smell the very strong odor of smoldering meat.

Detect Undead
Can now be cast as a 1st level Druid spell.
Echo Of The Lirr
Enchantment [Mind-Affecting, Sonic]
Level: Drd 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You Mimic the forceful roar of the lirr with great effect. Creatures caught in the cone of sound you emit must make a successful Will save or be stunned for 1d4 rounds during which they can only defend themselves.
Focus: A lirr scale
Eye Of The Storm
Abjuration
Level: Wiz 2, Clr 3, Drd 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes + 1 minute/level.
Saving Throw: none
Spell Resistance: No
When this spell is cast, it creates a pocket of calm in a 30 ft. radius centered on that caster. The circle moves with the caster. Within the circle, the Air is calm and people may converse at a normal volume. Outsider the circle, there may be a raging sand storm or a terrifying Tyr-storm. Like the eye of a hurricane, the area affected by the spell remains unharmed. For as long as the spell remains in effect, the storm roars by, but has no effect on those within the sheltered eye.
Material Components: The material component for this spell is a few grains of sand thrown into the wind.

Gentle Repose
Can be cast as a 2nd level Druid spell.
Plant Renewal
Transmutation
Level: Drd 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One Plant
Duration: Permanent
Using this spell, you may affect a single, specific Plant that has been mostly wilted or dried out, but not completely turned to ash. The Plant may have suffered from a lack of Water, partial defilement or insect predation that has left it on the verge of Destruction. This spell revives it and makes it hardy enough to transplant elsewhere. If the Plant then receives proper care, it will survive and thrive, living out its appointed time and possibly leaving seeds from which other plants may grow. If neglected or misused, this spell has no power to keep the Plant artificially alive. This spell has no effect on Plant-type monsters.
Material Component: A drop of Water.

Remove Curse
Can be cast as a 3rd level Druid spell.

Remove Paralysis
Can be cast as a 2nd level Druid spell.
Return To The Earth
Necromancy
Level: Clr 2, Drd 3, Tem 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Dead or Undead body
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
When you cast Return To The Earth, you can decompose a body just by casting dust or Earth at it. You need to spend 4 rounds to return a Medium-size body into Earth, 2 rounds for a Small body, 8 for Large, etc. Zombies, skeletons, exoskeletons, flesh golems, and even intelligent corporeal Undead such as t'liz, namech, faels, thinking zombies, etc., take 1d12 Damage each round that you manage to strike them with Earth or dust (a ranged touch attack). Note that semi-corporeal and Incorporeal Undead are not subject to this attack, which only affects an Undead's corporeal form. Bodies decomposed by this spell can still be affected by Raise Dead, but cannot be animated into undeath.

Searing Light
Can be cast as a 3rd level Druid spell.

Sleep
Can be cast as a 2nd level Druid spell.
Sting Of The Gold Scorpion

Necromancy
Level: Drd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
You enchant the barb of a gold scorpion's tail and immediately make a normal melee attack against a living creature (you are considered armed and do not provoke an attack of opportunity). If you hit the target with the scorpion barb, the victim suffers as if he had been stung by a real gold scorpion. He must make a Fortitude save immediately or suffer 1d6 points of temporary Strength Damage. If the save failed the victim must make another Fortitude save 1 minute later. If the secondary save also fails, the victim suffers an additional 1d4 points of temporary Strength Damage. This spell does not affect creatures immune to natural venoms or poisons. The barb becomes useless once it is used.
Surface Walk
Transmutation
Level: Clr 3, Drd 3, Tem 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 touched creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can tread on unstable surfaces as if it were firm ground. Mud, oil, silt, snow, quicksand, running Water, ice, and even lava can be traversed easily, since the subjects' feet Hover an inch or two above the surface. (Creatures crossing molten lava still take Damage from the heat.) The creatures can walk, Run, Charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater or under silt (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
Note: This spell replaces the Water Walk spell in the Player's Handbook.
Zombie Berry
Transmutation
Level: Drd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1d4 berries from a Zombie Plant
Duration: 1 day/level (see text)
Saving Throw: Will negates
The semi-intelligent Zombie Plant's only defense is its juicy highly nutritious berries, which possess the property to enslave those who consume them. Clever athasian wizards and druids have managed to create a spell that changes the berries, so that instead of becoming enslaved by the Zombie Plant, the one who consumes such a berry becomes a loyal servant to the spellcaster instead. This effect is similar to that of a Charm Person spell, and a successful Will save will negate it.
The duration for the Enchantment on the berries is 1 day per caster level, while the charm effect's duration is 1 hour per caster level after consumption.