These are the spells that Neil has approved for play in his Dark Sun game.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.