Elemental Clerics & Druids

Post/Author/DateTimePost
#1

lyric

Jun 13, 2005 2:53:24
Are there any abilities or traits one would like to see in an Athasian Preist class that isn't there already with what Athas.org has put out? I noticed someone mention the gate ability formerly available in 2e.. I'm just curious if anything else was felt to be missing.. naturally of course, Athas.org may do what they will with what they put out, however, even if they feel what is there is sufficient, doesn't mean our home brew ideas might not be tradeable...

What ya got?
#2

dawnstealer

Jun 13, 2005 9:33:43
Over at my website, I have a 3.5 conversion that uses the 2e abilities.
#3

lyric

Jun 13, 2005 10:09:19
that's handy
#4

ruhl-than_sage

Jun 13, 2005 15:45:11
Personally I think that the normal cleric spell list leaves something to be desired. There are spells son it that would be inappropriate for certain types of clerics to cast such as Searing Light, Earthquake, Continual Flame, Meld into Stone, Stone Shape, Wind Wall, etc. These are element specific spells and should not be on the general cleric spell list.

Also (more to the heart of the issue) most of the elemental specific spells for anygiven element are now only available as domain spells, that seems very inappropriate to me. There are a lot of spells in the SRD on the Druid, Wizard, and Bard spell lists that should be available for clerics of appropriate elements to use in regular spell slots. You can't fill a regular spell slot with a domain spell, only the one Domain slot per level.

A prime example of this is the spell Gust of Wind , why couldn't I as an Air cleric cast Gust of Wind without having to use a Domain spell slot and even have a domain that grants me that spell. Elemental cleric are supposed to have the power of their element at their disposal, so why would most of the spells related to their element be so restricted in use and access.

In order to fit these problems I think it would make the most sense to have a general Cleric spell list filled with all the element neutral spells like the basic protection, cure, harm, and bonus/penalty spells, and then seperate spell lists for each of the elements/paraelements.

I understand that there might be some issues involved in WotC approval, but I am sure their is some way to get around these issues.

A few other possibilities are to merely note next to the spells on the list which ones are element restricted by placing a symbol of the element next to those spells. Or if its actually necessary to not step on Wizards toes, make seperate classes for each type of cleric.... though actually I don't see why it would be a problem it would merely be the near equivalent of specialists for clerics. And considering that specialists have affectively different spell lists and don't require indivual write-ups I don't see why each type of cleric would.

Complied Elemental Cleric Spell Lists
#5

zombiegleemax

Jun 13, 2005 16:39:49
Over at my website, I have a 3.5 conversion that uses the 2e abilities.

Not to sound like too much of a moron, but where? All I find that's DS related is your art gallery (which I love, btw).
#6

kalthandrix

Jun 13, 2005 17:12:04
In order to fit these problems I think it would make the most sense to have a general Cleric spell list filled with all the element neutral spells like the basic protection, cure, harm, and bonus/penalty spells, and then seperate spell lists for each of the elements/paraelements.

I understand that there might be some issues involved in WotC approval, but I am sure their is some way to get around these issues.

I think that you just volunteered yourself to come up with a modified cleric spell list for the elemental clerics my friend. {If you post it they will reply...maybe}

BTW, if you are up to it, we could split the list between the two of us, starting with the 4 basic elements and branching out from there.

What do you say Sage? I'll even let you pick the two you want to do first!!!
#7

ruhl-than_sage

Jun 13, 2005 20:42:12
I think that you just volunteered yourself to come up with a modified cleric spell list for the elemental clerics my friend. {If you post it they will reply...maybe}

BTW, if you are up to it, we could split the list between the two of us, starting with the 4 basic elements and branching out from there.

What do you say Sage? I'll even let you pick the two you want to do first!!!

Yah :D I already started doing that, though my lists use spells from Sandstorm and the Complete Divine book also. I'll cut those out and post an rough list of what I came up with. Also, I there is a website where someone is doing 'd20 rules' for Athas. I can't remember who or where , but those rules have the spells split up in an interesting way too .

So yah I'll post what I have for the elements, I haven't done the paraelements yet.... so feel free to do those if you want.
#8

ruhl-than_sage

Jun 13, 2005 21:20:55
Here is the general list that I came up with after taking out all the elemental specific spells.

General Cleric Spells

0-level Cleric Spells:
Create Element (ds): Creates a small amount of your patron element.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.


1st-level Cleric Spells:
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Element (ds): Makes holy element.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Element (ds): Makes unholy element.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.


2nd-level Cleric Spells:
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Altruism (ds): Transfers hp to another.
Augury: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other: You take half of subject’s damage.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3rd-level Cleric Spells:
Animate Dead: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Speak with Dead: Corpse answers one question/two levels.
Summon Monster III: Calls extraplanar creature to fight for you.

4th-level Cleric Spells:
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Elemental Armor (ds): Armor and shield gain enhancement bonus and special quaility.
Elemental Weapon (ds): Weapon gains enhancement bonus and special quaility.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.


5th-level Cleric Spells:
Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Hallow: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift: As many as eight subjects travel to another plane.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing: Lets you see all things as they really are.
Unhallow: Designates location as unholy.

6th-level Cleric Spells:
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).


7th-level Cleric Spells:
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Elemental Chariot, Lesser (ds): Enchants chariot with elemental affects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restore dead subject.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Unliving Idenity (ds): Turns a mindless undead into a thinking zombie, skeleton, or exoskeleton.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

8th-level Cleric Spells:
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death: Triggered rune slays nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.

9th-level Cleric Spells:
Astral Projection: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Elemental Chariot, Greater (ds): As Lesser Elemental Chariot, but with greater effects.
Etherealness: Travel to Ethereal Plane with companions.
Gate: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Miracle: Requests a deity’s intercession.
Soul Bind: Traps newly dead soul to prevent resurrection.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection: As resurrection, plus remains aren’t needed.
#9

ruhl-than_sage

Jun 14, 2005 0:56:33
Updated: this list has been updated to include spells from two non-SDR sources: (cd)= Complete Divine and (ss)= Sandstorm. These spells' short descriptions have been included to allow those who already own these books to more fully utilize them for their Dark Sun campaigns.

Air Cleric Spells

0-level Air Spells:
Ghost Sound: Creates figment sounds.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.

1st-level Air Spells:
Cooling Canopy (ds): Summons a cloud to provide shade and prevent dehydration.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Hawkeye (cd): You gain a +5 bonus on spot checks and fire ranged weapons better.
Jump: Subject gets bonus on Jump checks.
Ventriloquism: Throws voice for 1 min./level.


2nd-level Air Spells:
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Levitate: Subject moves up and down at your direction.
Blindness/Deafness: Makes subject blinded or deafened. (Deafness Only)
Freedom of Breath (ss): Protects against suffocation and dangerous vapors.
Gust of Wind: Blows away or knocks down smaller creatures.
Scent (cd): Gain scent ability for 10 min./level.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Whispering Wind: Sends a short message 1 mile/level.


3rd-level Air Spells:
Breathing (ds): Subjects can breath underwater, in silt, or earth
Blessed Aim (cd): +2 bonus for allies ranged attacks.
Breeze Lore(ds):Gives you temporary scent ability.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Eye of the Storm(ds):Protects 30ft. radius from the effects of storm for 10 min. +1 min./level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haboob (ss): Cloud of dust obscures sight and abrades those passing through it.
Lighten Load (ds): Increases effective strength for carrying capacity only.
Storm Mote (ss): Dust devil of flensing sand.
Surface Walk (ds): Subject Treads on unstable surfaces as if solid.
Weather Eye (cd): You may acurately predict the weather up to a week into the future.
Wind Wall: Deflects arrows, smaller creatures, and gases.


4th-level Air Spells:
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Blink: You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Last Breath (cd): Brings dead back to life on the round after they die at a cost.
Lightning Bolt: Electricity deals 1d6/level damage.
Sending: Delivers short message anywhere, instantly.

5th-level Air Spells:
Binding Winds (cd): Air prevents target form moving, hinders ranged attacks.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Control Winds: Change wind direction and speed. creatures and deals 1d6 damage/level.
Dance of the Unicorn (cd): Purifing mist washes the air clean of smoke, dust, and poisons.
Divine Agility (cd): You improve creatures reflex saves, dexterity, and manuverability in combat.
Flaywind Burst (ss): Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Insect Plague: Locust swarms attack creatures.
Rangeblade (ds): Can strike with melee weapons at a distance.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

6th-level Air Spells:
Blink, Improved (cd): As blink, but safer with more control.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Find the Path: Shows most direct way to a location.
Miasma (cd): Gas fills creatures mouth, suffocating it.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Sand Storm (ss): Creates a controled duststorm.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.

7th-level Air Spells:
Cloudwalkers (cd): Targets can walk on clouds, flying at higher altitudes.
Control Weather: Changes weather in local area.
Refuge: Alters item to transport its possessor to you.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Song of Discord: Forces targets to attack each other.
Storm Tower (cd): Swirling clouds absorb electricity and magic missles and prevent ranged attacks.
Teleport Object: As teleport, but affects a touched object.


8th-level Air Spells:
Reverse Gravity: Objects and creatures fall upward.
Sirroco (ds): Conjures a legendary desert wind.
Storm Legion (ds): Transports willing creatures via a natural storm.
Stormrage (cd): You can fly and fire lightning bolts from your eyes.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Whirlwind: Cyclone deals damage and can pick up creatures.

9th-level Air Spells:
Desert Binding (ss): Imprisons creature as sand in an hour glass or wind in the waste (wind in the waste version).
Storm of Vengeance: Storm rains acid, lightning, and hail.
Teleportation Circle: Circle teleports any creature inside to designated spot.
#10

ruhl-than_sage

Jun 14, 2005 1:25:13
Updated: this list has been updated to include spells from two non-SDR sources: (cd)= Complete Divine and (ss)= Sandstorm. These spells' short descriptions have been included to allow those who already own these books to more fully utilize them for their Dark Sun campaigns.

Earth Cleric Spells

0-level Earth Spells:
Acid Splash: Orb deals 1d3 acid damage.
Know Direction: You discern north.
Mending: Makes minor repairs on an object.


1st-level Earth Spells:
Alarm: Wards an area for 2 hours/level.
Camoflage (cd): You gain a +10 bonus on hide checks.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Entangle: Plants entangle everyone in 40-ft.-radius.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Pass without Trace: One subject/level leaves no tracks.
Sandblast (cd): You fire hot sand that deals 1d6 non-leathal damage, stuns creatures.


2nd-level Earth Spells:
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Briar Web (cd): Area entangles creatures, thorns deal 2d6 damage.
Gentle Repose: Preserves one corpse.
Halo of Sand (ss): Swirling sand grants +1 deflection bonus/3 levels.
Make Whole: Repairs an object.
Return to Earth (ds):Turns dead and undead bodies into dust.
Sandstone (ds):
Scimitar of Sand (ss): Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Spider Climb: Grants ability to walk on walls and ceilings.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

3rd-level Earth Spells:
Control Sand (ss): Raise or lower the level of sand.
Diminish Plants: Reduces size or blights growth of normal plants.
Earth Breathing*: As Breathing, but only allows you to breath earth, silt, or sand.
Haboob (ss): Cloud of dust obscures sight and abrades those passing through it.
Meld into Stone: You and your gear merge with stone.
Plant Growth: Grows vegetation, improves crops.
Sand Pit (ds): Excavates an area from the sand.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Storm Mote (ss): Dust devil of flensing sand.
Soul of the Waste (ss): Meld into surrounding sand.



4th-level Earth Spells:
Blast of Sand (ss): Cone deals 1d6 damage/level.
Camoflage, Mass (cd): As Camoflage, affects multiple targets.
Command Plants: Sway the actions of one or more plant creatures.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Sandform (ss): You become an ooze-like being of sand.
Sandspray (ds): Spray sand or silt as an area attack.
Secure Shelter: Creates sturdy cottage.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Wall of Sand (ss): Wall impedes movement, obscures vision, and blocks some attacks.


5th-level Earth Spells:
Commune with Nature: Learn about terrain for 1 mile/level.
Major Creation: As minor creation, plus stone and metal.
Passwall: Creates passage through wood or stone wall.
Stoneskin: Ignore 10 points of damage per attack.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Transmute Sand to Stone (ss): Transforms two 10ft. cubes per level.
Transmute Stone to Sand (ss): Transforms two 10ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

6th-level Earth Spells:
Braxatskin (ds): Your skin hardens, granting armor bonus and damage reduction.
Cometfall (cd): You conjure a comet that falls dealing damage and leaving rubble behind.
Crumble (cd): You erode buildings or other structures.
Flesh to Stone: Turns subject creature into statue.
Find the Path: Shows most direct way to a location.
Move Earth: Digs trenches and builds hills.
Rejuvenate (ds): Increases the fertility of the land.
Stone Tell: Talk to natural or worked stone.
Stone to Flesh: Restores petrified creature.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.


7th-level Earth Spells:
Animate Plants: One or more plants animate and fight for you.
Legend Lore: Lets you learn tales about a person, place, or thing.
Phase Door: Creates an invisible passage through wood or stone.
Sands of Time (ds): Reverses or accelerates aging of non-living matter.
Statue: Subject can become a statue at will.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Whirlpool of Doom (ds): You stir the ground into a whirlpool.

8th-level Earth Spells:
Control Plants: Control actions of one or more plant creatures.
Earthquake: Intense tremor shakes 80-ft.-radius.
Heartseeker (ds): Creates a deadly piercing weapon.
Iron Body: Your body becomes living iron.
Repel Metal or Stone: Pushes away metal and stone.


9th-level Earth Spells:
Desert Binding (ss): Imprisons creature as sand in an hourglass or wind in the wastes. (sand in hourglass version only)
Imprisonment: Entombs subject beneath the earth.
Legendary Stonecraft (ds): Stretches time with regards to stonecraft labor.
Unyielding Roots (cd): Creature grows roots that keep it stationary and heal it every round.
#11

lyric

Jun 14, 2005 2:32:30
Interesting, I'm liking what I see, are we gonna call the generic spells the sphere of cosmos? like in 2e? oh, btw..

am I misremembering? couldn't elemental clerics also learn spells that didn't belong to their element? like, an air cleric learning a fire spell, but never an earth? or am I getting that confused with old 2e elemental wizards... (which I'd love to see remade for athas as a specialty wizard or prestige class!)
#12

kalthandrix

Jun 14, 2005 7:18:35
Sage- of all the god's cursed times...my home computer fried last night when I was on-line (I was actually in the process of posting the list of spells that I had come up with- our's are very simular). Sorry dude

I have my computer for work and a connection, but all of my DS stuff was on my home PC.

BTW, you must type really fast...or were you able to cut and paste the list into a word document?
#13

ruhl-than_sage

Jun 14, 2005 9:21:55
Sage- of all the god's cursed times...my home computer fried last night when I was on-line (I was actually in the process of posting the list of spells that I had come up with- our's are very simular). Sorry dude

I have my computer for work and a connection, but all of my DS stuff was on my home PC.

BTW, you must type really fast...or were you able to cut and paste the list into a word document?

I already had the lists in word. But, I can type pretty fast and used the copy/paste short cut to do all the font effects on the posts :D . It still took me forever on that 1st post (there is no tired icon, so just imagine it).

These lists are by no means perfect, some spells may be better as domain spells only or need their levels adjusted, so I welcome feedback .
#14

ruhl-than_sage

Jun 14, 2005 9:25:12
Interesting, I'm liking what I see, are we gonna call the generic spells the sphere of cosmos? like in 2e? oh, btw..

am I misremembering? couldn't elemental clerics also learn spells that didn't belong to their element? like, an air cleric learning a fire spell, but never an earth? or am I getting that confused with old 2e elemental wizards... (which I'd love to see remade for athas as a specialty wizard or prestige class!)

I think either you or I remember 2e wrong. From what I recall a Fire cleric only had minor access to the sphere of cosmos and major access to the sphere of fire. Clerics couldn't cast spells of differing elements.

Yah, I think that was the elemental wizards like you said above ;) .
#15

lyric

Jun 14, 2005 14:08:14
Yeah, I think you're right, musta been the wizards..

One reason I liked the way they redid the old 2e cleric spell list for dark sun clerics, is because it was simple.. and very balanced.. kinda ;) balanced by the four elements that is..

one character I keep intending to make is a fire cleric / pyrokinetic, who shall become an advanced being elemental when the rules are there.

However, if I can find a good way of remaking the elementalist wizards of 2e.. which I think were a specialist variation... I'd probably make them into a PrC personally.. I'd love to play a fire cleric / fire sorceror / pyrokinetic Flame on! :P lol

but back to topic... good job again on the spell lists guys..
#16

dawnstealer

Jun 14, 2005 23:16:50
Hmmm...right you are. Here's the link. Look under "Classes" at the bottom.
#17

zombiegleemax

Jun 15, 2005 1:20:34
Hmmm...right you are. Here's the link. Look under "Classes" at the bottom.

I didn't realize that page is yours too Thanks!
#18

ruhl-than_sage

Jun 15, 2005 7:07:05
Hmmm...right you are. Here's the link. Look under "Classes" at the bottom.

Ohh I hadn't seen that one . There is a collection of PDFs entiled something like DS d20 that I was talking about, but that is definately relavant too.

Thanks for providing the link to your page .
#19

dawnstealer

Jun 15, 2005 8:40:49
I like your list of spells, though, and that will probably be the one that ends up in the Planes of Athas.
#20

seker

Jun 15, 2005 9:54:50
Those spell lists are awesome.... do you happen to have the fire and water ones too?
#21

ruhl-than_sage

Jun 16, 2005 0:29:24
Updated: this list has been updated to include spells from two non-SDR sources: (cd)= Complete Divine and (ss)= Sandstorm. These spells' short descriptions have been included to allow those who already own these books to more fully utilize them for their Dark Sun campaigns.

Fire was a little harder than Air and Earth. I wasn't able to find enough suitable spells for the 5th and 6th levels. I could possibly change the levels on a few 4th or 7th level spells. If anyone can come up with a couple of 5th and 6th level firespells I would be very grateful .

Fire Cleric Spells

0-level Fire Spells:
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Flare: Dazzles one creature (–1 on attack rolls).


1st-level Fire Spells:
Burning Hands: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Heat Lash (ds): Creature suffers 1d4+1 damage and is knocked back 5 ft.
Hypnotism: Fascinates 2d4 HD of creatures.
Jump: Subject gets bonus on Jump checks.
Produce Flame: 1d6 damage +1/level, touch or thrown.


2nd-level Fire Spells:
Blindness/Deafness: Makes subject blind or deaf. (Blindness only)
Body of the Sun (cd): Your body emanates fire, dealing 1d4+1 damage.
Daze Monster: Living creature of 6 HD or less loses next action.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Clues of Ash (ds): You recieve a vision of the item's destruction.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

3rd-level Fire Spells:
Charm Monster: Makes monster believe it is your ally.
Continual Flame: Makes a permanent, heatless torch.
Darkvision: See 60 ft. in total darkness.
Daylight: 60-ft. radius of bright light.
Flame Arrow: Arrows deal +1d6 fire damage.
Protection from Dessication (ss): Absorb 10 points/level of dessication damage.
Quench: Extinguishes nonmagical fires or one magic item.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).


4th-level Fire Spells:
Blindscorch (ds): Your fire burns the face of one opponent.
Body Blaze (ss): You are surrounded by fire and leave a wall-like trail of fire in your wake.
Fear: Subjects within cone flee for 1 round/level.
Fireball: 1d6 damage per level, 20-ft. radius.
Fire Track (ds): Fiery Spark follows tracks.
Fire Trap: Opened object deals 1d4 damage +1/level.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.


5th-level Fire Spells:
Anti-Fire Sphere (ss): Creatures within sphere gain immunity to fire damage.
Divine Agility (cd): You improve creatures reflex saves, dexterity, and manuverability in combat.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Parboil (ss): Flash-heated air deals fire and intelligence damage to one or more creatures


6th-level Fire Spells:

Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Fire Seeds: Acorns and berries become grenades and bombs.
Fires of Purity (cd): Target touched bursts into magical flames becoming a dangerous weapon.
Unearthly Heat (ss): Target is subject to unearthly heat for 1 round/level.

7th-level Fire Spells:
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Flame Harvest (ds): Creates a timed fire trap.
Power Word Blind: Blinds creature with 200 hp or less.
Vision: As legend lore, but quicker and strenuous.
Vitrify (ss): Melts sand into glass.
Watchfire (ds): Scrys campfires within area.


8th-level Fire Spells:
Confessor's Flame (ds): Uses threat of flame to extract confesion.
Fire Storm: Deal 1d6/level fire damage.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.


9th-level Fire Spells:
Blazing Wreath (ds): Shrouds you in elemental flames.
Conflageration (ds): Incinerates a living creature and their surroundings.
Spirit of Flame (ds): As watch fire, plus you can teleport or cast spells through flames.
#22

ruhl-than_sage

Jun 16, 2005 0:31:14
I like your list of spells, though, and that will probably be the one that ends up in the Planes of Athas.

:D You've made me a happy .
#23

ruhl-than_sage

Jun 16, 2005 1:26:24
Updated: this list has been updated to include spells from two non-SDR sources: (cd)= Complete Divine and (ss)= Sandstorm. These spells' short descriptions have been included to allow those who already own these books to more fully utilize them for their Dark Sun campaigns.

I included a couple of zero level spells from Scared Lands because they are so appropriate. You really don't even need the full spell descriptions for these.

Water Cleric Spells

0-level Water Spells:
Clean: Completely cleans one person or item.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Quick Sober: Instantly sobers target removing penalties from alchohol.
Ray of Frost: Ray deals 1d3 cold damage.

1st-level Water Spells:
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Clear Water (ds): Doubles the benefit of water.
Cooling Canopy (ds): Summons a cloud to provide shade and prevent dehydration.
Entangle: Plants entangle everyone in 40-ft.-radius.
Grease: Makes 10-ft. square or one object slippery.
Locate Water (ss): Reveals location, size, and quality of water sources.
Obscuring Mist: Fog surrounds you.


2nd-level Water Spells:

Blindness/Deafness: Makes subject blind or deaf. (Deafness only)
Chill Metal: Cold metal damages those who touch it.
Creeping Cold (cd): Creature feels chill that increases with each round.
Decompostion (cd): Causes wounds to fester dealing additional damage.
Fog Cloud: Fog obscures vision.
Hydrate (ss): Heals dessication damage.
Surface Tension (ds): Affected water aquires surface tension.
Warp Wood: Bends wood (shaft, handle, door, plank).
Watershock (ds): Entraps water with electric charge.
Wave of Grief (cd): Cone imposes -3 penalty on attacks, checks, and saves.
Wood Shape: Rearranges wooden objects to suit you.


3rd-level Water Spells:
Curse of the Choking Sands (ds): Victims touch turns water to dust.
Fulfill (ds): 1 quart enchanted water fills hunger, heals ability damage.
Plant Growth: Grows vegetation, improves crops.
Protection from Dessication (ss): Absorb 10 points/level of dessication damage.
Quench: Extinguishes nonmagical fires or one magic item.
Sleet Storm: Hampers vision and movement.
Speak with Plants: You can talk to normal plants and plant creatures.
Standing Wave (cd): Magicaly propels boat or swimming creature.
Tormenting Thirst (ss): Subject is overwhelmed by thirst.
Weather Eye (cd): You may accurately predict the weather up to one week into the future.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.


4th-level Water Spells:
Coat of mists (ds): Coalesces magical mist about the subject’s body.
Control Water: Raises or lowers bodies of water.
Curse of Black Sands (ds): Target leaves black oily footprints.
Detect Scrying: Alerts you of magical eavesdropping.
Lungs of Water (ds): Conjures water inside victims lungs.
Muderous Mist (cd): Hot Steam deals 2d6 damage and blinds creatures.
Pact of Water (ds): Seal a pledge between living creatures.
Rusting Grasp: Your touch corrodes iron and alloys
Scrying: Spies on subject from a distance.
Wall of Water (ss): Wall impedes movement and can drown creatures.

5th-level Water Spells:
Animal Growth: One animal/two levels doubles in size.
Cone of Cold: 1d6/level cold damage.
False Vision: Fools scrying with an illusion.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Sweet Water (ds): Enchants water with life preserving properties.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Water Trap (ds): Body of Water becomes death trap.


6th-level Water Spells:
Awaken Water Spirits (ds): Gives sentience to a body of natural water.
Create Oasis (ds): Conjures a temporary oasis
Drown on Dry Land (ds): Targets can only breath water.
Find the Path: Shows most direct way to a location.
Repel Wood: Pushes away wooden objects.
Scrying, Greater: As scrying, but faster and longer.
Symbol of Thirst (ss): Triggered rune overwhelms nearby creatures with thirst.
Tidal Surge (cd): Wave of water deals 1d8/2 levels damage and bull rushes.

7th-level Water Spells:
Acid Fog: Fog deals acid damage.
Animate Plants: One or more plants animate and fight for you.
Control Weather: Changes weather in local area.
Creeping Cold, Greater (cd): As Creeping Cold, except longer duration.
Freezing Sphere: Freezes water or deals cold damage.
Slime Wave (cd): Conjures wave of green slime.
Waters of Life (ds): Absorb another creatures aliments.
Water Spout (cd): Causes water to rise up in a whirling cylindrical column, moves as directed.
Whirlpool of Doom (ds): You stir the ground or water into a whirlpool.


8th-level Water Spells:

Control Plants: Control actions of one or more plant creatures.
Flashflood (ds): Conjures a flood.
Flashflood (ss): Wave of water smashes everything in its path and floods area.
Heart Seeker (ds): Creates a deadly piercing weapon
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Maelstrom (cd): Conjures a huge whirlpool.


9th-level Water Spells:
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Waterlight (ds): Water within range emits light.
Waterways (ds): Use natural water sources for supernatural transportation.
#24

Pennarin

Jun 16, 2005 1:28:24
This may be a stupid question - I didn't follow this thread - but did you include DS3 elemental spells?

Sirooco, Elemental Strike, ...
#25

ruhl-than_sage

Jun 16, 2005 1:50:22
This may be a stupid question - I didn't follow this thread - but did you include DS3 elemental spells?

Sirooco, Elemental Strike, ...

I did for the most part all the spells that are from DS3 are marked with (ds) after their name. I did not include the spells Elemental Strike or Elemental Storm because they aren't really necessary if you use these lists. There are plenty of attack spells for the various elements without resorting to a one size fits all approach. Plus the list of fire spells would have been that much smaller if I had used them, since they were coopted from fire spells.

I may have missed a spell or two somewhere , but I don't think so. I spilt up some spells that were made general too like Breathing and Surface Walk. The general versions of these spells make sense for Air clerics, but not for other clerics. A water cleric should be able to cast Waterbreathing but not Breathing, and an earth cleric should be able to cast a spell that lets him breath earth and sand, but not water.

Some more spells still need to be made to finish off the lists he and there... and I might have missed something along the way.
#26

ruhl-than_sage

Jun 16, 2005 2:01:58
Getting back to the other half of this threads topic.

I don't know if there are any preposed changes to the Druid for the 3.5 release, but I'd personally like to see a little more than a nod to the druids protected lands in the rules. Some of their abilities should directly relate to their guarded lands. Some of this could even come in the form of restrictions on abilities such as only being able to use wild shape to change into the forms of animals that frequent the druids guarded lands.

I realize that there is a prestige class that gives druids a greater connection to their guarded lands (the Grove Master), but you shouldn't need to take a prestige class top get these sorts of abilities.
#27

jon_oracle_of_athas

Jun 16, 2005 5:03:51
I realize that there is a prestige class that gives druids a greater connection to their guarded lands (the Grove Master), but you shouldn't need to take a prestige class top get these sorts of abilities.

The counterargument is that you shouldn't tie a core class to a specific location since that limits its overall usefulness in the game. By 3.5 design guidelines, prestige class is the way to go in my opinion.
#28

kalthandrix

Jun 16, 2005 15:31:18
The counterargument is that you shouldn't tie a core class to a specific location since that limits its overall usefulness in the game. By 3.5 design guidelines, prestige class is the way to go in my opinion.

Amen Brother!

That is one reason I never had a Druid i9n my game when I ran 2e. What was the fun of being an adventurer if you lost your coolest abilities when you left your land.
#29

ruhl-than_sage

Jun 16, 2005 16:02:07
The counterargument is that you shouldn't tie a core class to a specific location since that limits its overall usefulness in the game. By 3.5 design guidelines, prestige class is the way to go in my opinion.

Successfully countered. Plus you are the king :D .
#30

kalthandrix

Jun 16, 2005 16:04:22
Sage, just one thought...how are you thinking of addressing domain spells? I have always thought that one extra domain spell for each level was kinda lame in that the spell choices were pretty slim. I have the thought of having a spell progression that would give clerics at least one extra domain spell after tenth level like 11th lvl a cleric would have a spell progression like this...

[INDENT]0 1 2 3 4 5 6 7 8 9[/INDENT]
11 6 5+2 4+1 4+1 3+1 2+1 1+1 - - -
12 6 5+2 4+1 4+1 3+1 2+1 2+1 - - -
13 6 5+2 5+2 4+1 4+1 3+1 2+1 1+1 - -
14 6 5+2 5+2 4+1 4+1 3+1 3+1 2+1 - -
15 6 5+2 5+2 5+2 4+1 4+1 3+1 2+1 1+1 -
16 6 5+2 5+2 5+2 4+1 4+1 3+1 3+1 2+1 -
17 6 5+2 5+2 5+2 5+2 4+1 4+1 3+1 2+1 1+1
18 6 5+2 5+2 5+2 5+2 4+1 4+1 3+1 3+1 2+1
19 6 5+2 5+2 5+2 5+2 5+2 4+1 4+1 3+1 3+1
20 6 5+2 5+2 5+2 5+2 5+2 4+1 4+1 4+1 4+1

Sorry but I could not get the stuff to line up right.
#31

ruhl-than_sage

Jun 16, 2005 16:17:18
Sage, just one thought...how are you thinking of addressing domain spells? I have always thought that one extra domain spell for each level was kinda lame in that the spell choices were pretty slim. I have the thought of having a spell progression that would give clerics at least one extra domain spell after tenth level like 11th lvl a cleric would have a spell progression like this...

I actually wasn't addressing domain spells with my proposition. The point of my idea was to give elemental clerics access to spells of their element as regular spells rather than domain spells only, the domains and their contents is something that is entirely seperate from my spell lists. There is one exception to this statement; some of the spells that I have included on the list may be better off as domain specific spells (that is: only available by taking a domain).

As for your idea about clerics gaining a greater number of domain spells at higher levels :D honestly I've never thought about that before. Seems like a decent idea ;) though cleric is already the strongest class in the PHB, so I don't think they need more spells per day :P . If you are going to give them more domain spells at higher levels I would reduce the number of non-domain spells they get in order to balance things.
#32

kalthandrix

Jun 16, 2005 17:32:25
I actually wasn't addressing domain spells with my proposition. The point of my idea was to give elemental clerics access to spells of their element as regular spells rather than domain spells only, the domains and their contents is something that is entirely seperate from my spell lists. There is one exception to this statement; some of the spells that I have included on the list may be better off as domain specific spells (that is: only available by taking a domain).

As for your idea about clerics gaining a greater number of domain spells at higher levels :D honestly I've never thought about that before. Seems like a decent idea ;) though cleric is already the strongest class in the PHB, so I don't think they need more spells per day :P . If you are going to give them more domain spells at higher levels I would reduce the number of non-domain spells they get in order to balance things.

I thought of that as I was making up the little chart.

Maybe there could be a feat or PrC that is something like Master of the Domain, that will give a few more domain spells though with a reduced caster level.

I think I will make something up for it.
#33

lyric

Jun 17, 2005 3:13:04
Not Master of the Domain, "Specialty Priest" or "Devoted" something that expresses a closer connection to the domain spells, a deities spell favorites of sorts, but with a name more flashy than master of the doman... but that's my take, a thing on semantics.. good idea though

Sage, love the ideas.. would this remake the templar spell lists? in 2e templars got fewer spells than a regular cleric class including no spells at level 1, but had access to all elemental spheres of spells.. with what you have, templars could have access to all the elemental general spells, but no domain spells maybe? to balance out?? Or they could take a general spell as a domain spell?

Personally I'd like to see the preists of Athas have a few granted powers beyond what they have..

and what's wrong with druids being tied to their guarded lands? they were so in 2e and they had this wanderlust thing until like level 6 or 9 or so.... in 3e they still could be, just make the guarded lands grow as they gain power.. Even if a druid isn't stuck to his guarded lands, I'd like to see them gain benefits to being there.. its like a holy place to them.. litterally.. shouldn't ther be benefits of some sort that way??
#34

kalthandrix

Jun 17, 2005 6:33:41
PHB Cleric Spell Progression
[u][b][INDENT] 0 1 2 3 4 5 6 7 8 9[/INDENT][/b][/u]<br /> [b]1[/b] 3 1+1 <br /> [b]2[/b] 4 2+1 <br /> [b]3[/b] 4 2+1 1+1 <br /> [b]4[/b] 5 3+1 2+1 <br /> [b]5[/b] 5 3+1 2+1 1+1 <br /> [b]6[/b] 5 3+1 3+1 2+1 <br /> [b]7[/b] 6 4+1 3+1 2+1 1+1 <br /> [b]8[/b] 6 4+1 3+1 3+1 2+1 <br /> [b]9[/b] 6 4+1 4+1 3+1 2+1 1+1 <br /> [b]10[/b] 6 4+1 4+1 3+1 3+1 2+1 <br /> [b]11[/b] 6 5+1 4+1 4+1 3+1 2+1 1+1 <br /> [b]12[/b] 6 5+1 4+1 4+1 3+1 3+1 2+1 <br /> [b]13[/b] 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 <br /> [b]14[/b] 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 <br /> [b]15[/b] 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 <br /> [b]16[/b] 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 <br /> [b]17[/b] 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1<br /> [b]18[/b] 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1<br /> [b]19[/b] 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1<br /> [b]20[/b] 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
#35

ruhl-than_sage

Jun 17, 2005 8:46:24
Sage, love the ideas.. would this remake the templar spell lists? in 2e templars got fewer spells than a regular cleric class including no spells at level 1, but had access to all elemental spheres of spells.. with what you have, templars could have access to all the elemental general spells, but no domain spells maybe? to balance out?? Or they could take a general spell as a domain spell?

I like the title on your post, I sympathise if people have been ignoring you.

Personally I think that the Templar spell system looks pretty good the way that it is. I'm sure that there are other ways to do it, some might even be better than the current incarnation, but I don't personally want to tackle that project. In some ways in think that the 3rd ed. Templar is actually better than its 2nd ed. counterpart.

Of course considering that they get a limited number of spells known, it wouldn't be all that unbalancing to give them a larger list of spells to choose from. I definately agree on not giving them access to domain spells, and I don't think they should have access to all of the spells that are on the elemental lists right now. If they did, they would be as powerful of spell casters as Sorcerers, but with a larger hit die and the backing of an SK.

Personally I'd like to see the preists of Athas have a few granted powers beyond what they have..

Amen! brotha'

A lot could be accomplished in this area through the addition of extra domain options and feats. There is a thread called Air Clerics on the boards were I posted some additional Air domains. I have water/rain domains I could post as well and need to work on the other elements and paraelements. (The domains I posted need to be altered a little to synch up with offical DS3 rules).

Although with element lists option, you could eliminate domains entirely and just give clerics granted powers at regular intervals. Unfortunately, I don't think that the Templarate would go for an option like that. Besides I like domains :D .

and what's wrong with druids being tied to their guarded lands? they were so in 2e and they had this wanderlust thing until like level 6 or 9 or so.... in 3e they still could be, just make the guarded lands grow as they gain power.. Even if a druid isn't stuck to his guarded lands, I'd like to see them gain benefits to being there.. its like a holy place to them.. litterally.. shouldn't ther be benefits of some sort that way??

I agree with you, but I just didn't have the heart to argue the issue

Maybe if someone could come up with a proposal that addresses the concerns of both sides of the issue, or :D we could make an alternate Druid class ourselves for anyone who wanted Druids in their campaign that were more tied to their guarded lands.

I think some feats could at least be made to cover this, if not an actual reworking of the class.

Hey Jon! are tactical feats offlimits?
#36

lyric

Jun 20, 2005 3:07:10
Finally I get a chance to post again, hectic week..

Ok, Sage, thanks for the comments As far as the templar spell list goes, I actually haven't seen it yet, I merely was recalling the old 2e structure of things that's all. I try to keep the old 2e design in memory, yes the system was broken, but the concepts I believed, had merrit. (For crying out loud, Dark Sun itself is nearly broken, where else can you have characters who can become immortal and beyond epic?? No other world allowed such ambition without divine assistance, which was based on DM intervention most times.. Dark Sun gave it to the players.

Concerning Granted powers.. I'd like to see them have maybe five or so, spaced out... gating raw element to be one of them.. however, I'd want the abilities to be something most spells don't grant.. so rather than say granting to ability to breath water or whatever, I'd like the 'ignore element' option they had back in 2e, basically that element didn't exist for them for a short duration.. reminds me of some psionic or arcane powers in 3e.. that could be a higher level power.. I'd like the abilities to be along the supernatural line of effects and less of the spell like ability, if possible.. otherwise, its like granting a certain spell they already will likely get, one more time per day or week or whatever.. plus, inate abilities should have a more unique flavor.

Do you think a feat could really cover the extent of the abilty we want there? is there enough power in a feat to equal say a supernatural ability?? I look to the PHB Metamagic abilities and wonder.. but perhaps.. maybe a feat that allows a spell to be sacrificed to gate in raw material?? Energy / Material transferance or something? So that the spell powers the gating?? That could work.. but the other abilities.. what would we even want them to be??

I'll admit it, I'm not a game mechanics wiz, but I do stick to style and creativity, balance is a factor of story, not + & -.. your character wants to create a super cool sword with the racial abilties of an elf and be a sword of dancing? and he's willing to give his elven ranger / bard character's life and soul and build a restriction/phylosophy into the sword?? ok, done. what else do you want? Not many players would want to sacrifice their PC for a magic item creation, but its a great way to transfer abilities and maintain game balance.. but I digress, I'm sure you can see the point I'm hinting at.

As to druids and guarded lands, what is everyon's stink on that anyway? I've never been real strict on a druid remaining on his guarded lands at higher levels if there's an adventure to be had, though a spirit of the land 'might' be different. However, a druid should gain special benefits, at least skill bonuses to his abilities on his home turf. If granted powers did come into play, I'd like to see some if not all a druid's abilities be available only when on his home turf. Something like remaining undetectable or untrackable, or something like dimension dooring around his guarded lands, or knowing when someone enters them and what direction...

Would a PrC be best to handle this?? Grove Guardian? I highly doubt any druid would have to seek out adventure, on Athas, every defiler will eventually try to sap his sacred ground, so he's got his work cut out for him.
#37

xlorepdarkhelm_dup

Jun 20, 2005 4:09:22
Are there any abilities or traits one would like to see in an Athasian Preist class that isn't there already with what Athas.org has put out? I noticed someone mention the gate ability formerly available in 2e.. I'm just curious if anything else was felt to be missing.. naturally of course, Athas.org may do what they will with what they put out, however, even if they feel what is there is sufficient, doesn't mean our home brew ideas might not be tradeable...

What ya got?

I made a thread specifically covering my personal modifications to the Dark Sun core that I use within my campaigns.
#38

ruhl-than_sage

Jun 20, 2005 21:20:01
Finally I get a chance to post again, hectic week..

Ok, Sage, thanks for the comments As far as the templar spell list goes, I actually haven't seen it yet, I merely was recalling the old 2e structure of things that's all. I try to keep the old 2e design in memory, yes the system was broken, but the concepts I believed, had merrit.

I recommend taking a look at it. The rules for templars have changed more than any class other than the Psion. There is actually a fair sprinkling of elemental spells on the Templar spell list already and the list is very well put together in my opinion.

Concerning Granted powers.. I'd like to see them have maybe five or so, spaced out... gating raw element to be one of them.. however, I'd want the abilities to be something most spells don't grant.. so rather than say granting to ability to breath water or whatever, I'd like the 'ignore element' option they had back in 2e, basically that element didn't exist for them for a short duration.. reminds me of some psionic or arcane powers in 3e.. that could be a higher level power.. I'd like the abilities to be along the supernatural line of effects and less of the spell like ability, if possible.. otherwise, its like granting a certain spell they already will likely get, one more time per day or week or whatever.. plus, inate abilities should have a more unique flavor.

I wish were I got the DS d20 Alternate rules from because there is a wealth of material in that release (Its done in PDF format and looks really nice) including an alternate cleric class and a whole bunch of granted powers. I have the documents myself, but I can't remember were they are online. I know there is a thread somewhere in here that has a link to them...


Do you think a feat could really cover the extent of the abilty we want there? is there enough power in a feat to equal say a supernatural ability?? I look to the PHB Metamagic abilities and wonder.. but perhaps.. maybe a feat that allows a spell to be sacrificed to gate in raw material?? Energy / Material transferance or something? So that the spell powers the gating?? That could work.. but the other abilities.. what would we even want them to be?? [/Lyric]
More powerful abilities could require more difficult prerequisites and there is the option of requiring the expenditure of Turning attempts or spell slots to activate abilities. Keeping those thing in mind I don't see any reason feats wouldn't work :D .

I'll admit it, I'm not a game mechanics wiz, but I do stick to style and creativity, balance is a factor of story, not + & -.. your character wants to create a super cool sword with the racial abilties of an elf and be a sword of dancing? and he's willing to give his elven ranger / bard character's life and soul and build a restriction/phylosophy into the sword?? ok, done. what else do you want? Not many players would want to sacrifice their PC for a magic item creation, but its a great way to transfer abilities and maintain game balance.. but I digress, I'm sure you can see the point I'm hinting at.
[/Lyric]

I ...Think so...? You're talking about not relying entirely on the rules for game balance? Balancing the game with story as well as rules and making creative judgments on the spot without having to rely on the rules for everything?

As to druids and guarded lands, what is everyon's stink on that anyway? I've never been real strict on a druid remaining on his guarded lands at higher levels if there's an adventure to be had, though a spirit of the land 'might' be different. However, a druid should gain special benefits, at least skill bonuses to his abilities on his home turf. If granted powers did come into play, I'd like to see some if not all a druid's abilities be available only when on his home turf. Something like remaining undetectable or untrackable, or something like dimension dooring around his guarded lands, or knowing when someone enters them and what direction...

I agree with you on everything you said above excpet I think that your being a little extreme on limiting their powers to only their guarded lands. I think a Spirit of the Land would be entirely bound to a location, but would be able to empower agents to serve there interests (other lower-level Druids).

Specifically I think a Druid should gain these abilities or similar ones:

Camoflage (+10 to Hide checks, blends in with surroundings) within the bounds of their guarded lands.

Knowledge of every plant and animal within his guarded lands (automatically succeeds at identifying them, and has intimate knowlege of their ecology and properties)

Protection from all animals and plants native to his guarded lands while on them (Essentially, they would never initiate any aggressive behavior toward the druid. This ability wouldn't actually grant immunity to any of their attacks or to poisonous plants, etc.).

Instant Knowledge of any Defiling or large scale destruction that occurs on his guarded lands even if he isn't on them (This is pretty self explainitory).

Would a PrC be best to handle this?? Grove Guardian? I highly doubt any druid would have to seek out adventure, on Athas, every defiler will eventually try to sap his sacred ground, so he's got his work cut out for him.

Yeah a lot of adventure would come to them and a group with a Druid in the party would have a defult base of opperations in the guarded lands. I do think that it would be very hard to be in or around the guarded lands all the time and keep an entire group of adventurers interested.
#39

ruhl-than_sage

Jun 20, 2005 21:31:16
HAHA!! I found it. It's by Shei-Nead . here's the link: http://worldofathas.tripod.com/material.htm
#40

ruhl-than_sage

Jun 30, 2005 22:06:20
Ok, so here is my 1st draft at a Sun cleric list in the same vein as the others.

Sun Cleric Spells

0-level Sun Spells:
Flare: Dazzles one creature (–1 on attack rolls).
Know Direction: You discern north.
Daze: Humanoid creature of 4 HD or less loses next action.
Touch of Fatigue: Touch attack fatigues target.

1st-level Sun Spells:
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Cooling Canopy (ds): Summons a cloud to provide shade and prevent dehydration.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Heat Lash (ds): Creature suffers 1d4+1 damage and is knocked back 5 ft.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.


2nd-level Sun Spells:
Glitterdust: Blinds creatures, outlines invisible creatures.
Daze Monster: Living creature of 6 HD or less loses next action.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Blindness/Deafness: Makes subject blinded or deafened. (Blindness only)
Darkvision: See 60 ft. in total darkness.
Levitate: Subject moves up and down at your direction.
Heat Metal: Make metal so hot it damages those who touch it.
Pyrotechnics: Turns fire into blinding light or choking smoke.

3rd-level Sun Spells:
Daylight: 60-ft. radius of bright light. Diminish Plants: Reduces size or blights growth of normal plants.
Flame Arrow: Arrows deal +1d6 fire damage.
Invisibility Purge: Dispels invisibility within 5 ft./level. Plant Growth: Grows vegetation, improves crops.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
See Invisibility: Reveals invisible creatures or objects.

4th-level Sun Spells:
Blindscorch (ds): Your fire burns the face of one opponent.
Rainbow Pattern: Lights fascinate 24 HD of creatures. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly: Subject flies at speed of 60 ft.
Fireball: 1d6 damage per level, 20-ft. radius.
Ray of Exhaustion: Ray makes subject exhausted.

5th-level Sun Spells:
Air Lens (ds): Directs intensified sunlight at foes within range.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Waves of Fatigue: Several targets become fatigued.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Sunstroke (ds): Ray attacks induce sunstroke.


6th-level Sun Spells:
Fire Seeds: Acorns and berries become grenades and bombs.
Shining Sands (ds): Affected sand reflects light, blinding foes.

7th-level Sun Spells:
Control Weather: Changes weather in local area.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Sunbeam: Beam blinds and deals 4d6 damage.
Vision: As legend lore, but quicker and strenuous.
Prismatic Spray: Rays hit subjects with variety of effects.
Waves of Exhaustion: Several targets become exhausted.


8th-level Sun Spells:
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.


9th-level Sun Spells:
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Implosion: Kills one creature/round.
#41

zombiegleemax

Jun 30, 2005 23:32:00
Hi

Love your elemental spell lists. I see the Sun spell list. Does this mean that Rain, Magma and Silt spell lists are coming up soon?
#42

ruhl-than_sage

Jul 01, 2005 9:28:31
Hi

Love your elemental spell lists. I see the Sun spell list. Does this mean that Rain, Magma and Silt spell lists are coming up soon?

Yes, and thankyou . I am going to post the other paraelements soon and then I'll go back through and edit any errors/make some minor adjustments for a completed set.
#43

kalthandrix

Jul 01, 2005 9:30:07
Great work Sage. I can not wait to see the finished product :D
#44

ruhl-than_sage

Jul 01, 2005 21:57:03
I thought of that as I was making up the little chart.

Maybe there could be a feat or PrC that is something like Master of the Domain, that will give a few more domain spells though with a reduced caster level.

I think I will make something up for it.

Upon reading over your post again, I relized that there is something akin to your Master of the Domain ability; the feat Domain Spontaneity from the Complete Divine book. Since it's not OGC I can't tell you anymore, but anyone who has the book can look it up ;) .

Actually both that book and Sandstorm have a wealth of spells and feats that are perfect for DS clerics. My Sun Cleric spell list would have been quite a bit more extensive if I could post the spell from Sandstorm and there are quite a few spells of an Elemental character in both of those books
#45

ruhl-than_sage

Jul 01, 2005 23:01:10
Ok, so here's the Rain Cleric list 1st draft. Only two more to go :D .

Rain Cleric Spells

0-level Rain Spells
Ghost Sound: Creates figment sounds.
Clean: Completely cleans one person or item.
Ray of Frost: Ray deals 1d3 cold damage.


1st-level Rain Spells
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Cooling Canopy (ds): Summons a cloud to provide shade and prevent dehydration.
Entangle: Plants entangle everyone in 40-ft.-radius.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Feather Fall: Objects or creatures fall slowly.
Obscuring Mist: Fog surrounds you.
Plant Renewal (ds): Brings one plant back from near destruction.


2nd-level Rain Spells
Blindness/Deafness: Makes subject blinded or deafened. (Deafness Only)
Blur: Attacks miss subject 20% of the time. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Chill Metal: Cold metal damages those who touch it.
Fog Cloud: Fog obscures vision.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Watershock (ds): Entraps water with electric shock.

3rd-level Rain Spells
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Eye of the Storm (ds): Protects 30ft. radius from effects of storm.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Gust of Wind: Blows away or knocks down smaller creatures.
Plant Growth: Grows vegetation, improves crops.
Quench: Extinguishes nonmagical fires or one magic item.
Sleet Storm: Hampers vision and movement.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.

4th-level Rain Spells
Acid Rain (ds): Conjures an acid shower.
Coat of mists (ds): Coalesces magical mist about the subject’s body.
Fly: Subject flies at speed of 60 ft.
Ice Storm: Hail deals 5d6 damage in 40ft. cylinder across.
Lightning Bolt: Electricity deals 1d6/level damage.
Lungs of Water (ds): Conjures water inside victims lungs.
Rusting Grasp: Your touch corrodes iron and alloys
Rainbow Pattern: Lights fascinate 24 HD of creatures. Scrying: Spies on subject from a distance.

5th-level Rain Spells
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Control Winds: Change wind direction and speed.
Rangeblade (ds): Can strike with melee weapons at a distance.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.


6th-level Rain Spells
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Rejuvenate (ds): Increase the fertility of the land.
Wind Walk: You and your allies turn vaporous and travel fast.

7th-level Rain Spells
Control Weather: Changes weather in local area.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Acid Fog: Fog deals acid damage
Waters of Life (ds): Absorb another creatures aliments.

8th-level Rain Spells
Flashflood (ds): Conjures a flood.
Liquid Lightning (ds): Lightning strokes victim and first person to touch victim.
Storm Legion (ds): Transports willing creatures via a natural storm.

9th-level Rain Spells
Storm of Vengeance: Storm rains acid, lightning, and hail.
#46

ruhl-than_sage

Jul 01, 2005 23:06:47
Ignore this post :D
#47

kalthandrix

Jul 02, 2005 7:15:34
?????

Sage, double posting again I see! :D

Is there any way that we could post the names and minor discriptions of non-OGC spell material. I think that sa long as it was stated that the material was not OGC and then gave credit/ referance to the book, that would be okey. This way, for those of us who do own the non-OGC books would be able to use them more and perhaps it would also spur those who have not purchased the material to go out and do so.

I am not a lawyer or anything so if anyone knows more about this it would be great to get some clearification.
#48

ruhl-than_sage

Jul 02, 2005 10:51:08
Ooopps! It wasn't posting, so I stopped it and tried again. I didn't realize it had posted twice. About your question, I don't know? Does anybody know if it's OK to post the short description of spells, in order to make lists/domains that cotain them? I'll see if I can figure out who to ask ;)
#49

kalthandrix

Jul 02, 2005 13:19:57
I think that Gab would know- he is the legal guru for Athas.org
#50

zombiegleemax

Jul 02, 2005 15:27:40
Ooopps! It wasn't posting, so I stopped it and tried again. I didn't realize it had posted twice. About your question, I don't know? Does anybody know if it's OK to post the short description of spells, in order to make lists/domains that cotain them? I'll see if I can figure out who to ask ;)

Yeah it's all cool since its covered by OGC and we aren't making money on this. Plus, its not like you're posting the entire book.
#51

kalthandrix

Jul 03, 2005 10:39:57
Yeah it's all cool since its covered by OGC and we aren't making money on this. Plus, its not like you're posting the entire book.

I think that what the Sage would like to do is to include spell names and short fragment descriptions on those spells that are NOT OGC. As I had posted before, I would like to see this because it would give those of us with more of the other books a greater selection of spells we could use with the Sage's lists.

Sage- I do not think it would be a problem if you named the spells and included a small description as long as you stated what book they came from and also said that the material cannot be elaborated upon due to the material being non-OGC.
#52

ruhl-than_sage

Jul 03, 2005 13:31:51
I sent an E-mail to Gab, but he hasn't responded to me yet . I think I might try mailing wizards with the question, though I suppose at this point there is a clear record of my intention... I don't want to overstep the bounds of the OGC rules.
#53

zombiegleemax

Jul 04, 2005 12:42:03
Sage- I do not think it would be a problem if you named the spells and included a small description as long as you stated what book they came from and also said that the material cannot be elaborated upon due to the material being non-OGC.

That's kinda what I meant ;)
#54

ruhl-than_sage

Jul 05, 2005 0:17:17
Oh, I didn't realize you were Gab . OK, I'll go ahead and include those then
#55

lyric

Jul 05, 2005 16:25:31
I recommend taking a look at it. The rules for templars have changed more than any class other than the Psion. There is actually a fair sprinkling of elemental spells on the Templar spell list already and the list is very well put together in my opinion.



I wish were I got the DS d20 Alternate rules from because there is a wealth of material in that release (Its done in PDF format and looks really nice) including an alternate cleric class and a whole bunch of granted powers. I have the documents myself, but I can't remember were they are online. I know there is a thread somewhere in here that has a link to them...


Do you think a feat could really cover the extent of the abilty we want there? is there enough power in a feat to equal say a supernatural ability?? I look to the PHB Metamagic abilities and wonder.. but perhaps.. maybe a feat that allows a spell to be sacrificed to gate in raw material?? Energy / Material transferance or something? So that the spell powers the gating?? That could work.. but the other abilities.. what would we even want them to be?? [/Lyric]
More powerful abilities could require more difficult prerequisites and there is the option of requiring the expenditure of Turning attempts or spell slots to activate abilities. Keeping those thing in mind I don't see any reason feats wouldn't work :D .

I'll admit it, I'm not a game mechanics wiz, but I do stick to style and creativity, balance is a factor of story, not + & -.. your character wants to create a super cool sword with the racial abilties of an elf and be a sword of dancing? and he's willing to give his elven ranger / bard character's life and soul and build a restriction/phylosophy into the sword?? ok, done. what else do you want? Not many players would want to sacrifice their PC for a magic item creation, but its a great way to transfer abilities and maintain game balance.. but I digress, I'm sure you can see the point I'm hinting at.
[/Lyric]

I ...Think so...? You're talking about not relying entirely on the rules for game balance? Balancing the game with story as well as rules and making creative judgments on the spot without having to rely on the rules for everything?



I agree with you on everything you said above excpet I think that your being a little extreme on limiting their powers to only their guarded lands. I think a Spirit of the Land would be entirely bound to a location, but would be able to empower agents to serve there interests (other lower-level Druids).

Specifically I think a Druid should gain these abilities or similar ones:

Camoflage (+10 to Hide checks, blends in with surroundings) within the bounds of their guarded lands.

Knowledge of every plant and animal within his guarded lands (automatically succeeds at identifying them, and has intimate knowlege of their ecology and properties)

Protection from all animals and plants native to his guarded lands while on them (Essentially, they would never initiate any aggressive behavior toward the druid. This ability wouldn't actually grant immunity to any of their attacks or to poisonous plants, etc.).

Instant Knowledge of any Defiling or large scale destruction that occurs on his guarded lands even if he isn't on them (This is pretty self explainitory).



Yeah a lot of adventure would come to them and a group with a Druid in the party would have a defult base of opperations in the guarded lands. I do think that it would be very hard to be in or around the guarded lands all the time and keep an entire group of adventurers interested.

Yeah, that is what i was saying, that story can be used as a game balancer also. How else are legendary artifacts crafted?? The crown of Alak Thur cursed upon his death at the hands of the traitor Melik... Know what I mean? Sometimes story isn't taken into account well enough.. But anyway..

I wasn't saying Druids "should'' be restricted to their powers being only on thier guarded lands, merely that if they 'were', it wouldn't be a huge major deal, personally I'd like to see some powers available on or off, but some should be specifically on their lands....



Anyone figured out a good reason why Druids have such a freakin hard time advancing the growth of their guarded lands?? Could there not only be defilers and other non helpful types around.. but could there not also be a druid on say, desert lands? One who strives to protect "that" ecology?? A druid could protect the barren hills of a canyon, continually allowing the wind to blow through its passes, preventing cave in and collapses.. another druid could protect caves, or streams.. I'd imagine that unless you have some type of evil anti-druid, salt flats and other areas completely devoid of life would be without druids.. but trying to make the whole world a jungle shouldn't be every druids goal should it?? Wouldn't they each try to promote their own specific guarded lands??

Just some stray random thoughts here..
#56

ruhl-than_sage

Jul 05, 2005 19:16:31
Yah, I remember a there being a Druid who protected a stretch of the Sea of Silt as his guarded "lands" in one of the 2e books. So, thats an extreme case!
#57

lyric

Jul 05, 2005 21:27:35
Did he promote the silt? or try to return it to a watery state?? Do druids see the para-elements (aside from rain) as imbalanced??

I wonder if there are ancient water elemental teachings dating from the blue age, or artifacts, that would be of incredible power? Maybe some water clerics would strive to return the world to a blue age state?
#58

ruhl-than_sage

Jul 06, 2005 1:54:27
This druid protected the ecology of the sea of silt, such that it is. You know there are animals and even plants I guess that live and grow there ;)
#59

lyric

Jul 06, 2005 2:30:12
This druid protected the ecology of the sea of silt, such that it is. You know there are animals and even plants I guess that live and grow there ;)

Well, I guess that makes sense.. when an ecology collapses, and becomes an entirely different ecollogy.. it makes sense to protect the new life that is there.. from a 'nature' stand point.. where if it lives and thrives.. its ok.. something those of a neutral or true neutral bent would favor I think... that works for me..


you know, you're spell lists remind me of the old 2e cleric spell lists they had.. remember those?
#60

ruhl-than_sage

Jul 13, 2005 22:25:21
The Air, Earth, Fire, amd Water spell lists have been updated to include the spells from the Complete Divine and Sandstorm :D
#61

zombiegleemax

Jul 23, 2005 23:44:33
Anyone got Silt and Magma spell ideas?
#62

ruhl-than_sage

Jul 24, 2005 16:21:03
Sorry, I'll get those out soon , I've been busy with other things.
#63

zombiegleemax

Aug 15, 2005 2:02:28
Sorry, I'll get those out soon , I've been busy with other things.

We want Silt & Magma, we want Silty Magma :D
#64

ruhl-than_sage

Aug 15, 2005 9:18:38
:D , OK, OK! Thanks for reminding me. I got distracted by the whole Crystalite project, but since thats done, I no longer have an excuse for putting this one off.
#65

zombiegleemax

Aug 16, 2005 0:33:16
:D , OK, OK! Thanks for reminding me. I got distracted by the whole Crystalite project, but since thats done, I no longer have an excuse for putting this one off.

No prob IMAGE(http://instagiber.net/smiliesdotcom/otn/happy/flash.gif)
#66

ruhl-than_sage

Aug 21, 2005 21:14:07
Dark Sun 3.5 document
Sand Storm

Silt Cleric Spells
*indicates a spell that appears below

[color=Gray]0-level Silt Spells:
[/color]
Daze: Humaniod creature of 4 HD or less loses next action.
Message: Whispered conversation at a distance.
Touch of Fatigue: Touch attack fatigues target.

[color=Gray][SIZE=3]1st-level Silt Spells:
[/SIZE][/color]
Detect Snares and Pits: Reveals natural or primitive traps.
Feather Fall: Objects or creatures fall slowly.
Gentle Repose: Preserves one corpse.
Obscuring Silt*: A cload of silt surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Return to Earth (ds): Turns dead and undead bodies into dust.

2nd-level Silt Spells:
Blindness/Deafness: Makes subject blind or deaf. (Blindness only)
Blur: Attacks miss subject 20% of the time.
Daze Monster: Living creature of 6 HD or less loses next action.
Glitterdust: Blinds creatures, outlines invisible creatures.
Obscure Object: Masks object against scrying.
Silt Cloud*: Silt cload obscures vision.

3rd-level Silt Spells:
Curse of the Choking Sands (ds): Victims touch turns water to dust.
Diminish Plants: Reduces size or blights growth of normal plants.
Earth Breathing*: As Breathing, but only allows you to breath earth, silt, or sand.
Horrible Coughing*: Subject loses actions for 1 round/level.
Nondetection: Hides subject from divination, scrying.
Silt Storm*: Hampers vision and movement.
Silt Walk: Subject treads on silt as if solid.

4th-level Silt Spells:
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Control Silt: Raises or lowers bodies of silt.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Pact of Water (ds): Seal a pledge between living creatures.
Silt Swimming*: Subject gains the ability to breath silt and swim through silt as if it were water.

[color=Gray]5th-level Silt Spells:
[/color]
False Vision: Fools scrying with an illusion. Passwall: Creates passage through wood or stone wall.
Dust Sink*: Body of Silt becomes an even deadlier death trap.
Transmute Stone to Sand (ss): Transforms two 10ft. cubes per level.

6th-level Silt Spells:
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Screen: Illusion hides area from vision, scrying
Waves of Fatigue: Several targets become fatigued.

7th-level Silt Spells:
Disintegrate:Makes one creature or object vanish.
Legend Lore: Lets you learn tales about a person, place, or thing.
Sands of Time (ds): Reverses or accelerates aging of non-living matter.
Whirlpool of Doom (ds): You stir the ground or water into a whirlpool.

[color=Gray]8th-level Silt Spells:
[/color]
Control Weather: Changes weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Waves of Exhaustion: Several targets become exhausted.

9th-level Silt Spells:
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Temporal Stasis: Puts subject into suspended animation.


Horrible Coughing
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric (Silt) 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes
This spell afflicts the subject with an uncontrollable fit of coughing. It collapses into a horrible coughing fit, falling prone. The subject can take no actions while coughing, but is not considered helpless. After the spell ends, it can act normally.
Creatures that do not breath or can breath silt are not affected.
Material Component: A handfull of cursed silt that is blown at the target.

Obscuring Silt
Conjuration (Creation)
Level: Cleric (Silt) 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Silt Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
As Obscuring Mist, except this spell does not function in fog or rain. This spell counters and is countered by Obscuring Mist, in which case everything in the area is covered by a muddy film.

Silt Cloud
Conjuration (Creation)
Level: Cleric (Silt) 2, Sor/Wiz 2,
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Silt Cload spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
As Fog Cloud, except this spell does not function in fog or rain. Any breathing creature caught in the Silt Cloud must make a fortitude save each round or suffer 1d4 subdual. Covering your face with a wet cloth reduces this check to once a minute.

Silt Swimming
Transmutation [Silt]
Level: Clr (Silt) 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Duration: 10 min./level (D)
The spell confers on you the ability to swim through silt as if it were water, granting you a boyancey that silt cannot normally provide. You gain a swim speed of 30 ft. for the duration of the spell, but for the purposes of silt only. In addition, you gain the ability to breath silt for the duration of the spell as well.

Dust Sink
Conjuration [Creation]
Level: Cleric (Silt) 5
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Area of earth or sand up to 20ft in diameter
Duration: 1/day level
Saving throw: Reflex negates
Spell Resistance: No

This spell creates a dust sink of up to 20 ft in diameter on any dry ground or sand. The surface of the dust sink appears as its surroundings do until disturbed making it virtually undetectable (DC 30 spot or Survival check), in fact a thin crust of earth or sand rests on top of the dust sink. This crust is broken as soon as any creature of small or larger size tries to walk over the affected area sucking that creature quickly into the depths of the dust sink, unless they make a successful reflex save.
The dust sink is 30ft. deep and has the same propertise as silt. Any spell that normally effects silt can effect the dust sink as well. Once a creature is sucked in to the dust sink they can attempt to climb up the edge of the pit, if they can find it. They must first take a full round action to search for the edge of the pit (Search check DC 15). Once the victim finds the edge of the pit they can attempt to climb out of the pit at half normal speed.
#67

ruhl-than_sage

Aug 21, 2005 21:15:41
If anyone thinks they can improve the text of the new spells I have presented, or if anyone has any other ideas for new silt spells your ideas are welcome.
#68

zombiegleemax

Aug 23, 2005 0:07:14
If anyone thinks they can improve the text of the new spells I have presented, or if anyone has any other ideas for new silt spells your ideas are welcome.

Obscuring Dust
Conjuration (Creation)
Level: Silt 1

As the obscuring mist spell, but the dust cloud created by this spell will not be burned away by fire spells.

Silt Cloud
Conjuration (Creation)
Level: Silt 2
Components: V, S, M
Duration: 3 rounds/level
Saving Throw: Fortitude negates
Spell Resistance: No

As the fog cloud spell, but any creature that must breath (except the caster) who inhales the airborne silt this spell creates must make a Fortitude save each round or suffer 1d4 points of nonlethal damage that round. Creatures subject to this effect can protect themselves by covering their airways with cloth, however, negating the damaging effects of the spell.
Material Component: A handful of silt.

:D
#69

ruhl-than_sage

Sep 18, 2005 15:38:22
Ok, so this is really rough at this point. I still need to write some new spells and I haven't yet included recently posted new magma spells yet. Obviously it still needs to be edited, the levels of some of the spells needs to be changed, ect. Just trying to get things moving on completeing this project.

Magma Spell List


0-level Magma Spells:
Flare: Dazzles one creature (–1 penalty on attack rolls).
Lava Splash: Orb deals 1d3 fire damage.
Daze: Humanoid creature of 4 HD or less loses next action.

1st-level Magma Spells:
Charnel Stench (ds): Emit a vile cone of stench.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Burning Hands: 1d4/level fire damage (max 5d4).
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Heat Lash (ds): Creature suffers 1d4+1 damage and is knocked back 5 ft.

2nd-level Magma Spells:

Fire Trap: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Heat Metal: Make metal so hot it damages those who touch it.
Daze Monster: Living creature of 6 HD or less loses next action.
Blur: Attacks miss subject 20% of the time.

3rd-level Magma Spells:
Spike Stones: Creatures caught in area take 1d8 damage, may be slowed.
Breeze Lore (ds): Gives you temporary scent ability.
Body Blaze (ss): You are surrounded by fire and leave a wall like trail of flame in your wake.
Meld into Stone: You and your gear merge with stone.
Lava Walk*: Subject can tred upon the surfacce of molten lava or magma as if it were solid.
Stone Shape: Sculpts stone into any shape.
Stinking Cloud: Nauseating vapors, 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.

4th-level Magma Spells:
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Control Tides, Magma*: Raises, lowers, or parts a body of magma or lava
Flame Strike: Smite foes with divine fire (1d6/level damage).
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Stinking Cload: Nauseating vapors, 1 round/level.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

5th-level Magma Spells:
Waves of Fatigue: Several targets become fatigued.
Wall of Magma (ss): Deals 2d6 fire damage out to 10ft. 1d6 out to 20 ft. passing through wall deals 5d6 damage +1/level.
Unearthly Heat (ss): Target is subjected to unearthly heat for one round per level.
Transmute Sand to Glass (ss): Transforms two 10ft. cubes per level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Passwall: Creates passage through wood or stone wall.

6th-level Magama Spells:
Fire Seeds: Acorns and berries become grenades and bombs.
Scalding Mud (ss): Transmutes rock or earth into scalding mud.
Repel Wood*: Pushes away wooden objects.
Destructive Rejunvenation*: As rejuvenate, except land is scoured clean of all life first.
Wall of Iron: 30 hp/four levels; can topple onto foes.

7th-level Magma Spells:
Poisoned Gale (ds): Poisonous cloud (10ft. wide, 10ft. high) emenating out from you to the extreme of the range.
Glass Storm (ds): Creates a whirlwind of broken glass.
Molten (ds): Melt sand into glass, or rock into magma.
Fire Storm: Deals 1d6/level fire damage.
Melt*: All metal and stone objects within 40ft, melt warping them and rending them useless.
Vitrify (ss): Melts sand into glass.
Waves of Exhaustion: Several targets become exhausted.

8th-level Magma Spells:
Earthquake: Intense tremor shakes 80-ft.-radius.
Magma Tunnel (ds): Tunnels trough solid rock.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.

9th-level Magma Spells:
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Wind Trap (ds): Prepare a magical wind trap to spring on a specified condition.
Fissure (ds): Opens a volcanic fissure in natural stone.
#70

xlorepdarkhelm_dup

Sep 23, 2005 16:20:10
Ok. I'm loving these lists. consider them officially "yoink"ed by Xlorep DarkHelm
#71

kalthandrix

Sep 23, 2005 16:24:59
I have loved these lists since he decided to first start doing this project- I element specific spell lists was one of the cool things that this setting had in 2e to help them stand out better from those clerics that lived in world with gods and stuff.
#72

lyric

Sep 23, 2005 23:12:58
Are we going to see a revised Druid and Ranger spell list as well???
#73

ruhl-than_sage

Sep 23, 2005 23:55:50
Are we going to see a revised Druid and Ranger spell list as well???

I hadn't thought about that... Its a possiblity. I'm half-way of the mind that Rangers in dark sun shouldn't even get spells, but I can see it both ways. They could use a little bit of a reworking. I guess the druid list will need to be updated to include some new spells, and it current incarnation doesn't exactly fit my vision of druids. There does seem to be quite a bit of division on how druids should work on Athas.

I did post a number of domains for Air Clerics quite a while back and I have a number of domains for Water Clerics, Fire Clerics and Rain Clerics already made. I figure I'll probably work on those and other elemental/para domains and post them eventually, also in the works is my versions of the Cleric class maybe even more than one for some options depending on how you want to go with the whole thing, you can expect me to borrow some ideas for Xlore's recently posted Alternate Cleric class. I hope thats not stepping on your toes man ;) , but I reallt like some of your ideas.

Now that I have all of the elements and paraelements posted its time to do some clean-up work. I'm going to first of all go over the lists and change the levels of any spells that need to be changed, many of them are too low as they are mostly taken from whatever list at the lowest level that they can be found. A spell that is normally reserved for wizards should usually be one level higher for a cleric. Second I need to consider if there are any spells that should be removed entirely for whatever reason. And then I need to scour the spells in the relavant books to see if there are any that need to be added including spells that have been created on the boards by myself or others. Lastly I need to properly compile all of this information and make a PDF for it and find a host. I would hope that I could get it hosted by Athas.org at that point, but if not I'll need someone else to host it for me.
#74

nytcrawlr

Nov 16, 2005 7:37:43


This thread deserves a bump.

/me summons the mighty bearded halfling to finnish his work

:D
#75

lyric

Nov 16, 2005 20:22:15
This reminds me, thoughts on Druid AB's.. I seem to recall in 2e (though I could be mistaken) that druids after a certain level were tied to their guarded lands.. and they stayed there... I don't think (though I could be wrong) I don't think there is a rule like that in 3e.. that being the case..

With an AB Druid... should there be benefits and drawbacks to being away from his guarded lands which as an AB he is quite litterally tied too??? Is it safe to assume a druid spirit is tied to every portion of Athas?? Could there be or should there be a Hierarchy among these resident spirits who may have existed since before the time of the SK's? (Leaving asside what all the defiling may have done to their minds...)

What happens to an old Spirit when a new one replaces it? Does it die?
#76

xlorepdarkhelm_dup

Nov 16, 2005 21:32:29
This reminds me, thoughts on Druid AB's.. I seem to recall in 2e (though I could be mistaken) that druids after a certain level were tied to their guarded lands.. and they stayed there... I don't think (though I could be wrong) I don't think there is a rule like that in 3e.. that being the case..

With an AB Druid... should there be benefits and drawbacks to being away from his guarded lands which as an AB he is quite litterally tied too??? Is it safe to assume a druid spirit is tied to every portion of Athas?? Could there be or should there be a Hierarchy among these resident spirits who may have existed since before the time of the SK's? (Leaving asside what all the defiling may have done to their minds...)

What happens to an old Spirit when a new one replaces it? Does it die?

I'm personally of the belief with Druid AB's, is to make them sort of collective-beings within their realm. Start with a core "Spirit of the Land", like is in the MM2. Let's say something happened so that this species of spirit could begin to grant divine power to people (like the Pact of Earth, Air, Fire, and Water), so the SotL's start granting divine power, making the first Druids. Now, some of these Druids also develop psionics, and gain the ability to become part of his or her respective Spirit of the Land -- gaining knowledge, as well as power resources from that Spirit, effectively merging into becoming part of it. As more Druids accomplish this, the one Spirit of the Land becomes a collective being comprised of several Advanced Being Druids, and the original creature. They share memories, thoughts, knowledges, skills and experiences. They have an incorporeal-like state which they can use when within their land, and are able to basically instantly appear at any point within their land. Each new AB added to the collective slowly expands the range of this territory, expanding the influence and power of the collective being. The individual AB's can become corporeal or incorporeal at will within the range of the territory.

However, the AB's have an advantage the original being doesn't -- they can leave the "domain" -- their territory. When they leave their lands, the AB shifts to being only Corporeal, has some of the advantages of being the Spirit of the Land (I'm thinking don't need sleep, food, drink, will never die of old age, possibly immune to sickness, disease, poisons -- all of a natural origin of course), they can access knowledge of the others connected to that particular Spirit of the Land, but don't have the direct access to power (boosted spells/powers) or maybe skills. When in this form, they may be indistinguishable from a normal member of their race, but they can travel to and fro. When they return to their particular region/land, the AB has the full extent of his or her power restored.

At least, that's a rough idea I've been formulating for the Druid AB's.
#77

ruhl-than_sage

Nov 16, 2005 21:57:34


This thread deserves a bump.

/me summons the mighty bearded halfling to finnish his work

:D

Poof! *Bearded Halfling appears as if by magic* :D

"Who has summoned the Ruhl-Thuan Sage!?!"
#78

zombiegleemax

Nov 16, 2005 22:05:20
Mr Ruhl Halfing Sir I know u said before you done the domains for Air, Fire, Rain and Water clerics... I can't seem to find them. I found only the Air domains. Can you provide me a link or something? thanks.
#79

ruhl-than_sage

Nov 16, 2005 22:16:55
Mr Ruhl Halfing Sir I know u said before you done the domains for Air, Fire, Rain and Water clerics... I can't seem to find them. I found only the Air domains. Can you provide me a link or something? thanks.

I'm sorry either I misunderstood your question, or you misunderstood what I was saying. I haven't yet done domains for the other elements, or at least I haven't posted any yet. Actually I've got Water domains that I need to look for, most of them are ready to post... and I actually did them months ago and just forgot about them.

Oh right, I remember what your talking about, yah I've done domains for those elements, but the only domains I've posted are for Air clerics, I'll have to get those up on the boards.
#80

kalthandrix

Nov 16, 2005 22:30:31
Hey Sage- one of my players (playing the sun cleric and using your list) pointed out that create food and drink was on the general spell list- I have been thinking about that and would like to pose the question of if that spell is really properly situated on the DS cleric spell list? Seems more like a druid spell or possibly a earth & water cleric specific spell but not a general one for all clerics.

Just wanted to see what you had to say about this observation.
#81

zombiegleemax

Nov 16, 2005 23:08:16
I did post a number of domains for Air Clerics quite a while back and I have a number of domains for Water Clerics, Fire Clerics and Rain Clerics already made.

I thought you made them already. Sorry if i mis-understood. I love your work.
#82

zombiegleemax

Nov 16, 2005 23:20:58
Sorry, I'll get those out soon , I've been busy with other things.

Might you have been buys on the halflings project you said you were thinking of doing????

at least i think it was you......
#83

zombiegleemax

Nov 16, 2005 23:24:57
Hey Sage- one of my players (playing the sun cleric and using your list) pointed out that create food and drink was on the general spell list- I have been thinking about that and would like to pose the question of if that spell is really properly situated on the DS cleric spell list? Seems more like a druid spell or possibly a earth & water cleric specific spell but not a general one for all clerics.

Just wanted to see what you had to say about this observation.

I think it is suited for the 4 main elements as well as sun and rain but maybe not magma, and certainly not silt.

the 4 main elements all have something to do with growth yes even fire, as do sun and rain.
#84

ruhl-than_sage

Nov 17, 2005 1:04:51
Hey Sage- one of my players (playing the sun cleric and using your list) pointed out that create food and drink was on the general spell list- I have been thinking about that and would like to pose the question of if that spell is really properly situated on the DS cleric spell list? Seems more like a druid spell or possibly a earth & water cleric specific spell but not a general one for all clerics.

Just wanted to see what you had to say about this observation.

Well, if you find it inappropriate by all means remove it from the general list and put it on specific ones. Earth, Water, and Rain should most certainly have this spell.

My reasoning for allowing it on the general list was merely that it seemed like a utility spell. I figure that if a clerics using up a 3rd level spell slot than its OK to allow him to create food and water even if their element in question is opposed to water (or food? ). You could always explain the spell differently for other elements. The idea behind it is that it provides minium sustance to a number of people based on the caster level of the cleric, it wouldn't have to actually create food and water in the case of elements/paraelements that that would be odd for. In the case of your Sun cleric you could say that all those who are to be fed and watered by the spell are instead: "bathed in nurishing light, gaining sustance for the day from the sun who mercifully relinquishes its daily toll of water," or somesuch.

In the case of Silt you could say that it allows those effected to gain their sustance for the day from drinking silt that satisfies their hunger and thirst, but leaves them with the taste of dust and decay.

Etc.
#85

ruhl-than_sage

Nov 17, 2005 1:07:07
Might you have been buys on the halflings project you said you were thinking of doing????

at least i think it was you......

Yes it was me... but, sorry I've been busy with real world concerns and not DS stuff. I just started working up the final draft of my elemental lists with attached spells, etc.
#86

zombiegleemax

Nov 17, 2005 23:24:28
Might you have been buys on the halflings project you said you were thinking of doing????

at least i think it was you......

WOW last time i say anything here when I’m about to pass out....

Sage I was just curious besides the work you are doing with the cleric spell list is much more pressing and has a far wider scope of impact than the Halflings organization and customs. It takes a lot of time and effort to rework a spell list.

Thanks for all of the top notch, high quality work!
#87

zombiegleemax

Nov 17, 2005 23:29:44
it wouldn't have to actually create food and water in the case of elements/paraelements that that would be odd for. In the case of your Sun cleric you could say that all those who are to be fed and watered by the spell are instead: "bathed in nurishing light, gaining sustance for the day from the sun who mercifully relinquishes its daily toll of water," or somesuch.

In the case of Silt you could say that it allows those effected to gain their sustance for the day from drinking silt that satisfies their hunger and thirst, but leaves them with the taste of dust and decay.

Etc.

I love the way you think Sage that sounds very appropriate and perfect for DS
#88

kalthandrix

Nov 18, 2005 6:48:38
Well, if you find it inappropriate by all means remove it from the general list and put it on specific ones. Earth, Water, and Rain should most certainly have this spell.

My reasoning for allowing it on the general list was merely that it seemed like a utility spell. I figure that if a clerics using up a 3rd level spell slot than its OK to allow him to create food and water even if their element in question is opposed to water (or food? ). You could always explain the spell differently for other elements. The idea behind it is that it provides minium sustance to a number of people based on the caster level of the cleric, it wouldn't have to actually create food and water in the case of elements/paraelements that that would be odd for. In the case of your Sun cleric you could say that all those who are to be fed and watered by the spell are instead: "bathed in nurishing light, gaining sustance for the day from the sun who mercifully relinquishes its daily toll of water," or somesuch.

In the case of Silt you could say that it allows those effected to gain their sustance for the day from drinking silt that satisfies their hunger and thirst, but leaves them with the taste of dust and decay.

Etc.

O I was just wanting to stimuate some conversation on the matter- I already had thought that they could prvide sustainance with this spell but with elements of their element in it.
#89

ruhl-than_sage

Nov 18, 2005 21:25:50
O I was just wanting to stimuate some conversation on the matter- I already had thought that they could prvide sustainance with this spell but with elements of their element in it.

Good to see we're on the same page :D
#90

figmentofyourimagination

Jan 28, 2006 0:36:26
Sage, I like the element specific spells lists. Thanks for your work. If anyone complains, point out that 3.5 psions get the same treatment.

Obscuring Dust
Conjuration (Creation)
Level: Silt 1

As the obscuring mist spell, but the dust cloud created by this spell will not be burned away by fire spells.

What about: "As the obscuring mist spell, except the dust cloud created by this spell will not be burned away by fire spells, but be washed away by area effect water spells." After all, there's nothing like a rainstorm to wash away dust.
#91

kalthandrix

Jan 28, 2006 0:44:34
Khaine has not visited the boards in months- so i do not think you will get a response. I will e-mail him to see how he is doing and see if he will rejoin us here (if he has the time).
#92

ruhl-than_sage

Jan 28, 2006 7:11:52
Sage, I like the element specific spells lists. Thanks for your work. If anyone complains, point out that 3.5 psions get the same treatment.


What about: "As the obscuring mist spell, except the dust cloud created by this spell will not be burned away by fire spells, but be washed away by area effect water spells." After all, there's nothing like a rainstorm to wash away dust.

Good call! It's short and to the point. My previous text included that idea that it was countered by water spells like obscuring mist.....

Anyway, I've been done with the revised lists for a while now. But I haven't posted them because I still need to write a dozen spells or so . Unfortunately, I haven't been very motived to do so and have been very busy with school and work. I'll go ahead and post what I've got right now on my website and link to it here. You can expect that before tomarrow... Then I guess I'll work on the spells one at a time.
#93

darksoulman

Jan 28, 2006 14:02:24
Hi,

just wanted to give you 5/5 for all the work on this Ruhl (just saw this thread for the first time), excellent work! I'll certainly put it to use in my campaign! DS clerics just got a lot cooler and special than their wussy FR and the like counterparts :D
#94

ruhl-than_sage

Jan 28, 2006 18:34:23
Hi,

just wanted to give you 5/5 for all the work on this Ruhl (just saw this thread for the first time), excellent work! I'll certainly put it to use in my campaign! DS clerics just got a lot cooler and special than their wussy FR and the like counterparts :D

Thank you , glad you like them. The lists are meant to be used with an alternate cleric class. Xlore has a varient on his site that is designed to be used with them. But, of course you can use them however you see fit. ;)
#95

kalthandrix

Jan 28, 2006 21:36:21
I use them IMC- and I also have it so clerics in DS cannot spontaniously cast heal/harm spells- instead they can spontaniously cast their domain spells. I though this was an interesting twist on the old cleric concept. If you think about it, it makes sence seeing how there are no gods on Athas- why would the Elemental Lords grant healing/harm spells as spontanious spells? They have nothing directly to do with the elements.
#96

ruhl-than_sage

Jan 29, 2006 0:21:42
Here the link to my revised material I will continue to add to it in the coming days as I have time. I'm also placing this link at the start of the thread and in the archive
#97

Zardnaar

Jan 29, 2006 3:21:09
I houseruled elemental clerics are resricted to spells of their element. The main reason was I didn't want Clerics airwalking across the sea of silt, over the jagged cliffs, Tyr to Saragar etc. At least with teleport you have to know where you're going.
#98

ruhl-than_sage

Jan 29, 2006 11:51:33
I houseruled elemental clerics are resricted to spells of their element. The main reason was I didn't want Clerics airwalking across the sea of silt, over the jagged cliffs, Tyr to Saragar etc. At least with teleport you have to know where you're going.

I will provide more clear rules soon, but that's the idea. A cleric only gains acess to the general spell list and their own elemental spell list. It would be grossly overpowered if they gained access to all of them, or even those that were related.