Magic

The sources of magical energy on Athas are very different from those in other AD&D® campaign worlds. Athas is a world without deities, where clerics worship the elemental powers themselves. Despite the brutality that seems infused in its soil, Athas is a fragile world, where the very existence of wizardly magic can disrupt and destroy the land's ability to support life.

Priestly Magic

Clerics and druids, like their counterparts on other worlds, cast divine spells. There are no paladins on Athas. Unlike most campaign settings, Athas does not have any gods to grant spells. Instead, clerics forge a pact with a particular element, and draw their power from the elemental planes themselves. Druids are granted their powers directly from the spirits of the lands, while templars are gifted with spell by their sorcerer kings.

Clerics must choose one element to worship, which grants them access to a small number of extra spells as shown below. Clerics must prepare at least one spell from their element's spell list for each spell level they can cast. Otherwise, clerics and druids gain the spell lists as listed in the C&C Player's Handbook, with the following changes.

0-LEVEL CLERIC SPELLS (Orisons)

CREATE WATER: Replaced by create element.
CREATE ELEMENT: Creates a small amount of patron element.

1ST-LEVEL CLERIC SPELLS

BLESS ELEMENT*: Makes a holy or unholy element.
BLESS WATER*: Replaced by bless element.
COOLING CANOPY: Summons a cloud to provide shade and prevent dehydration.
HEAT LASH: Creature suffers 1d4+1 damage and is knocked back 5 ft.

1ST-LEVEL AIR SPELLS

CHANNEL STENCH: Emit a vile cone of stench.
COLOR SPRAY: Knocks unconscious, blinds, or stuns 1d4+1 level worth of creatures.
EYE OF THE STORM: Protects 30 ft. radius from effects of storm for 10 min + 1 min/level.
FEATHER FALL: Objects or creatures fall slowly.

1ST-LEVEL EARTH SPELLS

ANIMAL MESSENGER: Sends a small animal to a specific place.
MAGIC STONES: Three stones gain +1 attack, deal 1d6+1 damage.
RETURN TO THE EARTH: Turns dead and undead bodies into dust.
SANDSTONE: Touch turns sand into sandstone.

1ST-LEVEL FIRE SPELLS

BURNING HANDS: 1d2 +1/level fire damage.
FAERIE FIRE: Outlining light +1 to hit and cancels concealment.
RESIST ELEMENTS: Grants +2 bonus to saves vs selected element (heat/fire or cold/ice only).

1ST-LEVEL MAGMA SPELLS

CHANNEL STENCH: Emit a vile cone of stench.
DEATH KNELL: Kills dying creature; you gain 1d8 temporary hp, +2 Str and +1 level.
MAGIC STONES: Three stones gain +1 attack, deal 1d6+1 damage.
SAND PIT: Excavates sand in a 10 ft./level wide and deep cone.

1ST-LEVEL RAIN SPELLS

CHILL TOUCH:
EYE OF THE STORM: Protects 30 ft. radius from effects of storm for 10 min + 1 min/level.
OBSCURING MIST: Fog surrounds caster, obscuring all sight.
RETURN TO THE EARTH: Turns dead and undead bodies into dust.

1ST-LEVEL SILT SPELLS

DEATH KNELL: Kills dying creature; you gain 1d8 temporary hp, +2 Str and +1 level.
RAY OF ENFEEBLEMENT: Reduces Str by 1d4 points +1 point per level.
RETURN TO THE EARTH: Turns dead and undead bodies into dust.
SAND PIT: Excavates sand in a 10 ft./level wide and deep cone.

1ST-LEVEL SUN SPELLS

BURNING HANDS: 1d2 +1/level fire damage.
COLOR SPRAY: Knocks unconscious, blinds, or stuns 1d4+1 level worth of creatures.
ENTROPIC SHIELD: Ranged attacks against you have 20% miss chance.

1ST-LEVEL WATER SPELLS

CLEAR WATER: Doubles the benefit of water.
CREATE ELEMENT: Creates a small amount of patron element.
ENTROPIC SHIELD: Ranged attacks against you have 20% miss chance.

2ND-LEVEL CLERIC SPELLS

RETURN TO THE EARTH: Turns dead and undead bodies into dust.

2ND-LEVEL FIRE SPELLS

2ND-LEVEL SUN SPELLS

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