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​Chapter 5 -Beyond Level 20 

“Athas has no gods, but despite this - or perhaps because of it - it has legends and myths
aplenty. Every village, oasis, and city state neighbourhood spawns its collection of tales. These
tales normally are rooted in a truth, that a mere mortal can one day rise in power to rival
even the terrifying Dragon Kings” - Al’-akhar, Human Sage

Epic Levels Explained


Advanced beings, as their name implies, have stepped beyond the normal world inhabited
by lesser beings. As such, they have different concerns and motivations than other
characters. The following chapter delves into play surpassing level 20, and provides rules for
each of the classes represented in Chapter 2, as well as new spells and psionic abilities. The
caps for ability scores are also raised by 4, so as standard the max ability score will be 24.
Specific rules overwrite this, such as the Barbarians ability to raise their Strength and
Constitution score to 28. A character continues to gain Hit Points as per their original class
description.

In order to not break the carefully constructed bounded accuracy of levels 1 to 20,
Proficiency Bonuses will not increase past the point that they are at level 20 (+6).

In the Dark Sun campaign, the only PC class that cannot advance beyond 20th level is the
Templar. In service to a sorcerer-king, a templar can never get more powerful than
20th-level. In order for a templar to advance further, they must renounce their sorcerer king,
losing their original class. At this point they should work with the DM to determine the most
suitable class for them based off of their experiences up to this point.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 1
Epic Barbarian 

Level Features Rage Damage

21 Fast Movement (+20 feet), Ability Score Improvement +5

22 Blindsight +5

23 Brutal Critical (4 dice) +6

24 Indomitable Vigor +6

25 Fast Movement (+30 feet), Ability Score Improvement +7

26 Deathless Rage +7

27 Barbaric Freedom +8

28 Brutal Critical (5 dice) +8

29 Inspire Rage, Ability Score Improvement +9

30 Epic Recklessness, Death Save Advantage +10

Ability Score Improvement predict an opponent’s movements even


When you reach 21st level, and again at with your eyes closed. Beginning at 22nd
25th and 29th level, you can increase one level, you gain blindsight with a range of 5
ability score of your choice by 2, or you ft., and an additional 5 ft. of blindsight
can increase two ability scores of your while raging.
choice by 1. Contrary to earlier levels, you
can now improve your ability scores up to
24 using this feature, except for Strength
and Constitution, which you can improve
to 28. Alternatively, if your DM allows it, in
place of an ability score improvement, you
may choose either an Epic Boon (as found
in the Dungeon Master’s Guide) or a Feat
(as found in the Player’s Handbook).

Faster Movement
Starting at 21st level, your speed
increases by another 10 feet for a total of
20 feet. At 25th level your speed
increases by yet another 10 feet for a total
of 30 feet.

Blindsight
Your senses have become so honed that
Brutal Critical
you surpass the sensory limitations of
mere mortals, being able to accurately
 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 2
Beginning at 23rd level, you can roll four Constitution modifier to their AC. Unless
additional weapon damage die when you choose for them to, enemies no
determining the extra damage for a critical longer attack you with Advantage when
hit with a melee attack. This increases to you are using Reckless Attack.
five additional dice at 28th level.
Inspire Rage
Indomitable Vigor At level 29, whenever you are raging, you
Beginning at 24th level, if your total for a can use a bonus action to inspire one
Constitution check is less than your willing ally within 30 feet into a Rage with
Constitution score, you can use that score the same bonuses and penalties as those
in place of the total. that you are subjected to. When the rage
ends, the ally must make a Constitution
Deathless Rage saving throw (DC equal to your
Beginning at level 26, you are considered Constitution score), or suffer 1d6-1 levels
to be under the effects of the level 4 spell of exhaustion.
Death Ward whenever you are raging. In
addition, While raging, if you are reduced Epic Recklessness
to 0 hit points, you are instead reduced to At level 30, when you make your first
1 hit point and your Rage immediately attack on your turn, you can decide to
ends. When falling to 0 hit points, Death attack with even more recklessness than
Ward is triggered first. If another attack before. While doing so, all of your
reduces you to 0 hit points, then successful hits are critical hits but all
Relentless Rage (level 11 ability) is successful hits against you are critical hits
triggered. If the saving throw for until the end of your next turn. This ability
Relentless Rage fails, the Deathless Rage can be used alongside the 2nd level ability
ability is then used. "Reckless Attack".

Barbaric Freedom Death Save Advantage


At level 27, all Barbarian abilities that Your battle hardened physicality has
previously did not function while wearing made you very difficult to kill. Starting at
Heavy Armor now do so. While wearing 30th level any death saving throws you
Heavy Armor, the Barbarian may add their make are made with advantage

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 3
Epic Bard 

Level Features Trade Secrets

21 Improved Quick Thinking (+4) Ability Score Improvement 5

22 Inspire Legion 5

23 Craft Greater Alchemical Fruits 5

24 Snake Blood 6

25 Improved Quick Thinking (+5), Ability Score Improvement 6

26 Bardic Inspiration Improvement (d20) 6

27 Potent Poisoner, Beguiling Glamour 7

28 Legendary Inspiration 7

29 Improved Quick Thinking (+6), Ability Score Improvement 7

30 Bardic Supremacy, Death Save Advantage 8

choice by 1. Contrary to earlier levels, you


can now improve your ability scores up to
24 Alternatively, if your DM allows it, in
place of an ability score improvement, you
may choose either an Epic Boon (as found
in the Dungeon Master’s Guide) or a Feat
(as found in the Player’s Handbook).

Improved Quick Thinking


Starting at 21st level, you add 4 to your
initiative checks. This increases by 1 at
level 25 and level 29

Inspire Legion
At 22nd level, whenever you give an ally
within 30' of you the benefit of your
Inspiration ability, all allies within 30' of
you gain the benefit of your Inspiration
ability.

Craft Greater Alchemical Fruits


From 23rd level, you have spent enough
Ability Score Improvement time with Alchemical Bards to see the
When you reach 21st level, and again at brilliance in alchemical fruits, and also how
25th and 29th level, you can increase one to improve upon them. It takes 1d4 days of
ability score of your choice by 2, or you care and attention for the fruit to develop
can increase two ability scores of your alchemical qualities. The Bard can
 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 4
prepare and tend an amount of greater become temporary hit
fruits that is equal to their INT bonus at points.
one time. A fruit can be ingested as an
action
Snake Blood
Greater Alchemical Fruits At 24th level, your constant exposure to
poisons gives you immunity to the
Name Description Cost
poisoned condition, as well as immunity to
Invisibility You become invisible for 1 100 gp poison damage.
hour. Anything you wear or
carry is invisible with you.
The effect ends early if you
Bardic Inspiration Improvement
attack or cast a spell. Your Bardic Inspiration die changes to a
d20 once you reach 26th level.
Flying You gain a flying speed 100 gp
equal to your walking speed
for 1 hour and can hover. If Potent Poisoner
you're in the air when the From 27th level, all poisons that you can
potion wears off, you fall
unless you have some craft ignore resistance to poison damage.
other means of staying
aloft.
Beguiling Glamour
Mind Reading You gain the effect of the 150 gp From 27th level, your Charisma score
detect thoughts spell (save increases by 2. Your maximum Charisma
DC 18).
is now 26.
Invulnerability For 1 minute after you drink 150 gp
this potion, you have Legendary Inspiration
resistance to all damage.
The potion's syrupy liquid
Starting at 28th level, when you would
looks like liquefied iron. grant another creature a bardic inspiration
die, you can choose to grant that creature
Vitality Removes any exhaustion 150 gp
you are suffering and cures
any number of dice instead (up to your
any disease or poison maximum). The creature chooses whether
affecting you. For the next to use the dice one at a time or
24 hours, you regain the
maximum number of hit simultaneously.
points for any Hit Die you
spend. Bardic Supremacy
Gigantism You become Huge for 24 5000 gp At 30th level, your proficiency bonus
hours. For that duration, increases by 1.
your Strength becomes 25,
if it isn't already higher, and
your hit point maximum is Death Save Advantage
doubled (your current hit Your worldly renown and knowledge of
points are doubled when
you drink the potion). In healing materials has made you very
addition, the reach of your difficult to kill. Starting at 30th level any
melee attacks increases by
5 feet. death saving throws you make are made
Everything you are carrying
with advantage
and wearing also increases
in size for the duration.
When rolling damage for
weapons enlarged in this
manner, roll three times the
normal number of dice.

When the effect ends, any


hit points you have above
your hit point maximum

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 5
Epic Cleric 

Level Features Cantrips Known

21 Extra Attack, Ability Score Improvement 6

22 Extended Spell Capacity 6

23 Channel Divinity (4/rest) 7

24 Elemental Avatar 7

25 Elemental Transformation, Ability Score Improvement 7

26 Extended Spell Capacity 7

27 Empowered Channel Divinity 8

28 Elemental Transformation Improvement 8

29 Extended Spell Capacity, Ability Score Improvement 8

30 Elemental Transformation Mastery 8

Ability Score Improvement Elemental Avatar


When you reach 21st level, and again at Starting at level 24, you can use an action
25th and 29th level, you can increase one to enter a state that fully embodies the
ability score of your choice by 2, or you divine form. While in this state, you can
cast any of your domain spells, using up to
can increase two ability scores of your
an 8th level spell slot, without expending
choice by 1. Contrary to earlier levels, you
the spell slot. You can enter this state as
can now improve your ability scores up to an action, and it lasts for an indefinite
24 using this feature, except for Strength
and Constitution, which you can improve
to 28.

Extra Attack
Beginning at 21st level, you can attack
twice, instead of once, whenever you take
the Attack action on your turn.

Extended Spell Capacity


Beginning at 22nd level, you gain an
additional 8th level spell slot. At 26th level
you gain another 9th level spell slot. At
29th level you gain a 10th level spell slot.

Channel Divinity
Beginning at 23rd level, you can use your
Channel Divinity four times between rests.
This increases to 5 at level 28.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 6
amount of time but it requires if you revert as a result of dropping
Concentration to maintain. When you to 0 hit points, any excess damage
return to your normal state, you must carries over to your normal form.
make a DC 20 Constitution save for every For example, if you take 10
round you spent as a Divine Avatar. Every damage in elemental form and
failed save instantly gives you one level of have only 1 hit point left, you revert
exhaustion, making prolonged use of this and take 9 damage. As long as the
ability extremely dangerous. excess damage doesn't reduce
your normal form to 0 hit points,
Elemental Transformation you aren't knocked unconscious.
Starting at level 25, a Cleric must assume
an elemental form fitting to their ● You can cast spells, but your ability
corresponding elemental or paraelemental to speak or take any action that
domain (see table below) once per day - requires hands is limited to the
no more and no less. Whilst transformed, capabilities of your elemental form.
the following rules apply: Transforming doesn't break your
concentration on a spell you've
● You can stay in elemental form for already cast, or prevent you from
an amount of time equal to half taking actions that are part of a
your cleric level in hours per day. spell, such as call lightning, that
At Level 30 this becomes you've already cast.
unlimited. It requires an action to
change, and you can revert to your ● You retain the benefit of any
normal form by using a bonus features from your class, race, or
action on your turn. You other source and can use them if
automatically revert if you fall the new form is physically capable
unconscious, drop to 0 hit points, of doing so. However, you can't
or die. use any of your special senses,
such as darkvision, unless your
● Your game statistics are replaced new form also has that sense.
by the statistics of the elemental,
but you retain your alignment, ● You choose whether your
personality, and Intelligence, equipment falls to the ground in
Wisdom, and Charisma scores. your space, merges into your new
You also retain all of your skill and form, or is worn by it. Worn
saving throw proficiencies, in equipment functions as normal, but
addition to gaining those of the the DM decides whether it is
creature. If the creature has the practical for the new form to wear a
same proficiency as you and the piece of equipment, based on the
bonus in its stat block is higher creature's shape and size. Your
than yours, use the creature's equipment doesn't change size or
bonus instead of yours. If the shape to match the new form, and
creature has any legendary or lair any equipment that the new form
actions, you can use them. can't wear must either fall to the
ground or merge with it. Equipment
● When you transform, you assume that merges with the form has no
the elemental's hit points and Hit effect until you leave the form.
Dice. When you revert to your
normal form, you return to the Empowered Channel Divinity
number of hit points you had Beginning at 27th level, enemies have
before you transformed. However, disadvantage on saving throws against

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 7
any of your Channel Divinity effects that assuming transformations, the Elemental
require them to make one. forms of Yan-C-Bin, Ogremoch, Imix and
Olhydra will be used, although you will not
Elemental Transformation Mastery be truly becoming these beings.
At 30th Level, your Elemental form
becomes a perfect embodiment of your
patron plane. For the purposes of

Elemental Transformations
Cleric 25th Level Form 28th Level Form 30th Level Form
Domain

Air/ Sun Elder Air Elemental Legendary Air Elemental Yan-C-Bin

Earth/ Silt Elder Earth Elemental Legendary Earth Elemental Ogremoch

Fire/ Elder Fire Elemental Legendary Fire Elemental Imix


Magma

Water/ Elder Water Elemental Legendary Water Elemental Olhydra


Rain

Source Critter Compendium Critter Compendium Princes of the Apocalypse

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 8
Epic Druid 

Level Features Cantrips Known

21 Mindfulness, Ability Score Improvement 6

22 Magical Beast Wild Shape 6

23 Extended Spell Capacity 7

24 Nature’s Fortitude 7

25 Mindfulness, Ability Score Improvement 7

26 Extended Spell Capacity 7

27 Chimeric Transformation 8

28 Emanate Wild Shape 8

29 Extended Spell Capacity, Ability Score Improvement 8

30 One with Nature 8

Ability Score Improvement Mindfulness


When you reach 21st level, and again at Starting at 21st level, the number of spells
25th and 29th level, you can increase one you can prepare increases by 1.
ability score of your choice by 2, or you Later, at 25th level, it increases by 1 once
can increase two ability scores of your more
choice by 1. Contrary to earlier levels, you
can now improve your ability scores up to Magical Beast Wild Shape
24 Alternatively, if your DM allows it, in At level 22, you can use your normal Wild
place of an ability score improvement, you Shape ability to take the form of
may choose either an Epic Boon (as found monstrosities. All other limitations are the
in the Dungeon Master’s Guide) or a Feat same as usual
(as found in the Player’s Handbook).

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 9
Extended Spell Capacity Emanate Wild Shape
Beginning at 22nd level, you gain an At level 28 your control over the primal
additional 8th level spell slot. At 26th level forces of nature have developed to the
you gain another 9th level spell slot. At extent that you can now inspire beastial
transformations upon any willing target
29th level you gain a 10th level spell slot.
with 30'. By using a Bonus Action, you can
use Wild Shape on a willing target and
Nature’s Fortitude transform them into a form of your choice.
At level 26, whenever you fail a All benefits and limitations are as per the
concentration saving throw, instead of the standard Wild shape rules. The target can
spell effect ending, you can sacrifice a return to their normal form at any time.
spell slot equal to that which was used on You can potentially transform an unlimited
the spell you are concentrating on to number of targets but with each use you
instead not fail your concentration saving must succeed on a Constitution Save with
throw. a DC of 1 per being currently Wild Shaped
through use of this ability. A failed save
Chimeric Transformation reverts all of those currently under this
Beginning at level 27, you have gained ability's effect back to their normal form.
such control over your Wild shape ability
that you can benefit from some of its One with Nature
effects without fully transforming into the Beginning at 30th level, you are
beast. Choose one trait or sense available permanently under the effect of Barkskin,
to a beast of a form you can take and Freedom of Movement, Tree Stride and
apply that trait/sense to every form you Commune with Nature. You also heal 10
take. With the use of a bonus action, that hit points each round, stop aging, and any
trait/sense can be replaced by any other lost limbs regenerate within two minutes. If
trait/sense of a form you can take. In you have a severed part and hold it to the
addition, you can perform the somatic, stump, the limb instantly knits to the
verbal and material components of any stump.
druid spell while in a beast or monstrosity
shape.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 10
Epic Fighter 

Level Features

21 Superior Second Wind (1d12), Ability Score Improvement

22 Fighting Style Mastery

23 Extra Attack (5)

24 Action Surge (3)

25 Superior Second Wind (1d20), Ability Score Improvement

26 Truly Indomitable

27 Last Stand, Ability Score Improvement

28 Extra Attack (6)

29 Action Surge (4), Ability Score Improvement

30 Lord of War, Death Save Advantage

Ability Score Improvement


When you reach 21st level, and again at 25th, 27th and 29th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability scores up to 24 using this
feature. Alternatively, if your DM allows it, in place of an ability score improvement, you may
choose either an Epic Boon (as found in the Dungeon Master’s Guide) or a Feat (as found in
the Player’s Handbook).

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 11
Superior Second Wind
Beginning at 21st level, your Second Wind ability lets you regain hit points equal to 1d12 +
your Constitution modifier + your fighter level. At 25th level this increases to 1d20 + your
Constitution modifier + your fighter level.

Fighting Style Mastery


At 21st level, you master your fighting styles learned from the fighter class feature only. Your
previous benefits are replaced with the following mastered versions:
● Archery: Y ​ ou gain +3 to ranged attack rolls, and your ranged weapon attacks made
while within 5ft of a hostile creature no longer have disadvantage
● Defense: You gain +2 bonus to AC, as well as resistance to piercing, bludgeoning
and slashing damage from non magical weapons
● Dueling: ​When you are wielding a melee weapon in one hand and no other weapons,
you gain +4 bonus to damage rolls made with that weapon
● Great Weapon Fighting: Whenever you deal damage with a two handed weapon that
you are using with both hands, roll its damage dice twice, taking the higher result
● Protection: ​When a creature you can see attacks a target other than you that is within
30 feet of you, you can use your reaction to impose disadvantage on the attack roll.
You must be wielding a shield
● Two Weapon Fighting: W ​ hen you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack, as well as being able to attack
twice with your offhand weapon using one bonus action only
Extra Attack
Beginning at 23rd level, you can attack five times whenever you take the Attack action on
your turn. The number of attacks increases to six when you reach 28th level in this class.

Surging Fighter
Starting at 24th level, you gain an additional use of your Action Surge, and again at 29th
level. In addition, if you roll initiative and have no uses of Action Surge remaining, you regain
one use.

Last Stand
At level 25, in response to an attack against you or an ally, you can use your reaction to
have you and all allies within 30' gain 20d10 temporary hit points for the next 3 rounds.
These temporary hit points come into effect prior to resolving the damage of the triggering
attack.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Truly Indomitable
Beginning at 26th level, you are no longer
forced to use the new roll upon using the
Indomitable feature, but can instead roll an
additional time by expending more charges of
your Indomitable feature.
Death Save Advantage

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 12
Your battle hardened physicality has made you very difficult to kill. Starting at 30th level any
death saving throws you make are made with advantage.

Lord of War
Upon reaching 30th level, using a bonus action you can become an avatar of warfare,
increasing your statistics immensely. Each turn for three consecutive turns, you gain
temporary hit points and a number of Warfare Dice as shown in the Warfare table. When you
take the Attack action on your turn, you add your Warfare Dice to every successful hit.
Additionally, while in this form, all your attacks are made with advantage, you have
advantage with all saving throws, and you allies have advantage with all attacks as long as
they are within 10 feet of you. Once you use this feature, you must finish a short or long rest
before you can use it again.
Round Temp Hit Point Gain Warfare Dice

1 30 4d6

2 20 2d8

3 10 1d12

Epic Pugilist 

 
Features

Level

21 Fisticuff Master, Ability Score Improvement

22 Signature Move

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 13
23 Sucker Punch (3) 28 Itching for a Fight,
2d6Sucker Punch13
(4)

24 Iron Brain 29 Dig Deeper, Ability


2d8Score Improvement
13

25 30 Beervana, Death
Relentless Recovery, Improved Haymaker, Ability Score Improvement Save Advantage
2d8 13

26 Unearthly Grip 2d8 13

27 World Renowned 2d8 14

Ability Score Improvement


When you reach 21st level, and again at 25th and 29th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability scores up to 24 using this
feature, except for Strength and Constitution, which you can improve to 26. Alternatively, if
your DM allows it, in place of an ability score improvement, you may choose either an Epic
Boon (as found in the Dungeon Master’s Guide) or a Feat (as found in the Player’s
Handbook).

Fisticuffs Master
Starting at 21st your damage dice for Fisticuffs changes to 2d6. This increases to 2d8 at
25th level, and 2d10 at 29th level. In addition, whenever you hit a creature with The Old
One-Two, add 1d6 force damage to those attacks.

Signature Move
Starting at 22nd level, you create a signature move. Give your signature move a name and a
description. You can replace one of your unarmed attacks or attacks with a pugilist weapon
on your turn with this signature move. When you use your signature move, you jump up to
half your movement speed, make an attack roll against a creature in range of your attack
and if you hit the attack is a critical and the creature is stunned until the end of your next
turn. Unless you reduce a creature to 0 hit points with your Signature Move, you must finish
a short rest before you can use it again.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 14
Sucker Punch
Starting at 23rd level, whenever you use The Old One Two, you can make three attacks as a
bonus action, rather than two. Upon reaching 28th level, this bonus increases to four attacks.

Iron Brain
Starting at 24th level, you gain proficiency in your choice of Intelligence, Wisdom or
Charisma saving throws, and receive +1 to the chosen stat.

Improved Haymaker
From 25th level, your Haymakers target all creatures in your range. When declaring that you
are swinging wild Haymakers, you make one attack roll (still at disadvantage), and use this
roll to determine whether the attack hits any targets in your reach.

Relentless Recovery
From 25th level, you can recover 1 point of exhaustion during a short rest. You must
complete a long rest before you can use this ability again.

Unearthly Grip
Starting at 26th level, your grapples take on an unearthly potency. You now ignore any
immunity to grapple when attempting to grapple a creature, and you count as one size larger
when you attempt to grapple a creature.

World Renowned
From 27th level, your mastery of Pugilism has reached new heights. You learn the 3rd and
6th level abilities from the subclass you did not select. You also gain proficiency in
Performance (Charisma) and Intimidation (Charisma). If you are already proficient in either of
these skills, your proficiency bonus is doubled for them.

Itching for a Fight


From 28th level, your need to lay down the ground and pound is almost godly. You have
advantage on Initiative checks.

Dig Deeper
From level 29, your Dig Deep feature gives you resistance to all damage types.

Beervana
Beginning at 30th level, when you roll for initiative and have no moxie points remaining, you
regain 6 moxie points. Additionally, if you are surprised at the beginning of combat and aren’t
incapacitated, you can act normally on your first turn if you expend 2 moxie points as a
bonus action. Finally, you have immunity to psychic damage as you reach the pinnacle of
alcoholism, Beervana.

Death Save Advantage

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 15
Your battle hardened physicality has made you very difficult to kill. Starting at 30th level any
death saving throws you make are made with advantage.

   

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 16
Epic Psion 
25 Ability Score Improvement 5

26 Epic Power Surge (3) 6

27 Prismatic Focus 6

Level Features 28 Epic Power


Talents Surge (15)
Disciplines Psi Psi Limit 6
Known Known Points
29 Ability Score Improvement 6
21 Improved Mystical Recovery, Ability Score Improvement 4 10 143 8
30 Mastery of Mind and Body 7
22 Epic Power Surge (2) 5 10 154 8

23 Psionic Enchantment 5 10 154 8

24 Unbreakable Mind 5 11 166 9

Ability Score Improvement


When you reach 21st level, and again at 25th and 29th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability scores up to 24 using this
feature. Alternatively, if your DM allows it, in place of an ability score improvement, you may
choose either an Epic Boon (as found in the Dungeon Master’s Guide) or a Feat (as found in
the Player’s Handbook).

Improved Mystical Recovery

From 21st level, you may use your Mystical Recovery ability regardless of the number of hit
points you have remaining. Also the number of Hit Points you recover is equal to 3 times
your INT modifier now. This ability cannot raise your Hit Points above their maximum.

Epic Power Surge


You have attained epic control over your power surge, and can now use it more often. From
22nd level you can use your Power Surge twice between rests. This increases to three times
at 25th level. From 28th level, your pool of psi points increases to 15 points.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 17
Psionic Enchantment
From 23rd level, you learn how to weave magic
with your Psionic powers. Choose any 3rd level
spell from any class’s spell list. You can cast
this spell at will, requiring no components.

Unbreakable Mind
At 24th level, you gain advantage on
Constitution saving throws for the purpose of
maintaining concentration. If you already have
this ability from another class feature or feat,
you may add +5 to your rolls.

Prismatic Focus
By 27th level, you have gained absolute
mastery over another one of your disciplines.
Choose one discipline that you know. You gain
the psychic focus benefit of this discipline at all
times

Mastery of Mind and Body


At 30th level, your mastery of psionic power
causes your mind to transcend the body. Your
physical form is infused with psionic energy.
You gain the following benefits:

● You gain resistance to bludgeoning, piercing, and slashing damage.


● You no longer age.
● You are immune to disease, poison damage, and the poisoned condition.
● If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of
dying, and you fall unconscious. You and your gear disappear. You appear at a spot
of your choice 1d3 days later on the plane of existence where you died, having
gained the benefits of one long rest.

23 Deadly Foe Slayer (1)

24 Grand Favored Enemy

25 Ambuscade (2), Ability Score Improvement

Epic Ranger  26 Extended Spell Capacity

27 The Ties that Bind (1)

Level Features
28 Deadly Foe Slayer (2)

21 Ambuscade (1), Ability Score Improvement


29 Mortal Favored Enemy ,Ability Score Improvement

22 Strider
30 Renowned Foe Slayer, The Ties that Bind (2)

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 18
Ability Score Improvement
When you reach 21st level, and again at 25th and 29th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability scores up to 24 using this
feature. Alternatively, if your DM allows it, in place of an ability score improvement, you may
choose either an Epic Boon (as found in the Dungeon Master’s Guide) or a Feat (as found in
the Player’s Handbook).

Ambuscade

Rangers strike fast and hard. Beginning at 21st level, when you roll initiative, you gain a
special turn that takes place before other creatures can act. On this turn, you can use your
action to take the Attack or Hide action. If more than one creature in an encounter has this
feature, they all act first in order of initiative, then the regular initiative order begins. If you
would normally be surprised at the start of an encounter, you are not surprised, but you do
not gain this extra turn. Starting at 25th level, you gain your special extra turn even if you are
surprised at the beginning of an encounter.

Strider
Upon reaching 22nd level, no magic can reduce your speed below its maximum.

Deadly Foe Slayer


By 23rd level, your Foe Slayer ability lets you add your Wisdom modifier to attack rolls and
damage rolls simultaneously. Upon reaching 28th level, your Foe Slayer feature is no longer
limited to one attack each turn, but is instead passive for all attacks against favored
enemies.

Grand Favored Enemy

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 19
At 24th level, you become more efficient at hunting your prey. Choose a type of grand
favored enemy from among those you could choose as favored enemy or greater favored
enemy. You gain all the benefits against this chosen enemy that you normally gain against
your favored enemy, including an additional language. Your bonus to damage rolls against
all your favored enemies increases to +6.

Extended Spell Capacity


Upon reaching 26th level, you gain an additional 5th level spell slot

The Ties that Bind


From 27th, your prolonged contact with nature brings you one step closer to understanding
the relationship that Druids share with those natural forces. You gain a single 6th level spell
slot and can prepare a number of Druid or Ranger spells each day equal to your Wisdom
modifier. At 30th level, you gain a single 7th level spell slot.

Mortal Favored Enemy


At 29th level, you reach the pinnacle of hunting prey. Choose a type of mortal favored
enemy from among those you could choose as favored enemy or greater favored enemy.
You gain all the benefits against this chosen enemy that you normally gain against your
favored enemy, including an additional language. Your bonus to hit rolls against all your
favored enemies increases by +2.

Renowned Foe Slayer


You have become widely known for slaying certain types of creatures. Your renown is so
widespread, that your favored enemies are easily overcome with fear at the mere sight of
you. Beginning at 30th level, your favored enemies have disadvantage on all attacks against
you, as long as you have successfully hit them with an attack and are within 30 feet of them.
Additionally, all of your attacks are made with advantage against these foes, and the first
time a favored enemy is attacked by you, it must succeed a Wisdom saving throw or become
frightened by you for a number of rounds equal to your Wisdom modifier. An affected
creature may repeat the saving throw at the end of each of its turns, ending the effect on a
success and becoming immune to your Renowned Foe Slayer’s fear feature for 24 hours. If
you have a beast companion, all of the traits of this feature, apply to it as well

Epic Rogue 
25 Trapsense, Ability Score Improvement

26 Crippling Strike

27 Steadfast Persona
Level Features Sneak Attack
28 Sneaky Opportunist
21 Skill Monkey, Ability Score Improvement 11d6
29 Improved Blindsense, Ability Score Improvement
22 Superior Initiative 11d6
30 Death Save Advantage
23 Advantageous Dodge 12d6

24 Epic Precision 12d6

Ability Score Improvement

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 20
When you reach 21st level, and again at 25th and 29th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability scores up to 24 using this
feature. Alternatively, if your DM allows it, in place of an ability score improvement, you may
choose either an Epic Boon (as found in the Dungeon Master’s Guide) or a Feat (as found in
the Player’s Handbook).

Skill Monkey
Starting at 21st level, you can add half your proficiency bonus to any ability check you make

that doesn’t already include your proficiency bonus

Superior Initiative
Starting at 22nd level, you can add your proficiency bonus to initiative rolls.

Advantageous Dodge
You have learned to not only avoid incoming blows and projectiles, but to use them against
your enemies. Beginning at 23rd level, when an enemy misses you with a weapon attack,
you can use your reaction to force the dodged attack to hit another enemy within 5 feet of
you (if any).

Epic Precision
Starting at level 24, you gain half of your sneak dice even when you don't meet the
requirements of a sneak attack.

Trapsense
Starting at 25th level, you automatically detect all traps within 10 feet of you, as long as you
don’t dash or travel at a fast pace.

Crippling Strike
 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 21
At level 26, your Sneak Attack damage now reduces the target's maximum hit points by the
same amount as the damage inflicted The target's maximum hit points return to full upon
taking a long rest.

Steadfast Persona
Starting at 26th level, your force of will becomes
much stronger. You gain proficiency in
Charisma saving throws.
Sneaky Opportunist
Starting at 28th level, any attacks of opportunity
you make, are considered sneak attacks as
long as you don’t have disadvantage on the
attack roll. Additionally, you may use your
reaction to make an attack of opportunity when
a hostile creature enters your reach.

Improved Blindsense
Starting at level 29, the range of your
Blindsense ability is increased to 60'.

Death Save Advantage


You can now dodge and evade death itself.
Starting at 30th level any death saving throws
you make are made with advantage.

Surgical Precision
Your understanding of universal anatomy lets you deal superior damage, whenever you are
able to strike at an enemy’s weak spot, and grants you a better understanding of any
creature’s physiology. Beginning at 30th level, whenever you land a critical hit, all of your
dice are set to their maximum value. Additionally, you have advantage on all medicine
checks.

   

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 22
enchantment appear with its
Dragon (Epic Defiler)  description in the Epic Spells
appendix. Generally, any
Extremely powerful defilers gain even divergence from the letter of the
greater power if they choose to transform spell description or any
themselves interference with its casting results
into dragon form. The process is in the failure of the spell and the
described below. death of the caster. Although at
20th level, the caster would not
have access to a 10th level spell
Level Cantrips Spell Slots per Level
Known slot, they can cast this one spell.
1 2 3 4 5 6 7 8 9 1
0
When the spell is successfully
21 6 4 3 3 3 3 3 3 1 1 1 cast, the dragon drastically
22 6 4 3 3 3 3 3 3 1 1 1
changes in both powers and
physical appearance. Each stage
23 6 4 3 3 3 3 3 3 1 1 1 of the metamorphosis is extremely
24 7 4 3 3 3 3 3 3 2 1 1 painful; as stated in the spell
description, the dragon character
25 7 4 3 3 3 3 3 3 2 1 1
must succeed on a relevant saving
26 7 4 3 3 3 3 3 3 2 2 1 throw or die in the process. Most
27 7 4 3 3 3 3 3 3 2 2 1
aspiring dragons lock themselves
away and perform their
28 8 4 3 3 3 3 3 3 2 3 2 metamorphoses in secret.
29 8 4 3 3 3 3 3 3 3 3 3

30 8 4 4 4 4 4 4 4 4 3 3
The Animalistic Stages
From 25th through 29th levels, the
Prerequisites: ascending dragon goes through a
Only humans and half-elves can terrible rampaging period. Reason
proceed through levels from 21st is often superseded by a lust for
to 30th level as a dragon. Also, the destruction. Vegetation and
ability score requirements are animals that do not directly serve
stringent: a defiler passing 20th the dragon’s purpose are targets
level must have an Intelligence for its unending wrath, laid waste in
score of 18, Wisdom 16, and its quest for power and
Constitution 15. After earning the advancement. The savage
requisite experience points, the destruction comes of the incredible
defiler must also successfully cast pain that wracks its body during
the ​Dragon Metamorphosis spell these final stages of
before attaining each new level. metamorphosis. No longer human
but not yet dragon, its need to end
Dragon Metamorphosis Spell: the process nearly drives it mad.
The material components, casting
For role-playing purposes,
times, and other factors governing
advancing dragons should take an
the casting of this psionic
illogical bent toward destruction.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 23
Becoming a Dragon: ​Once a character becomes a dragon (21st level or higher), it gains
certain benefits. Dragons are immune to the effects of age and never die of natural causes.
Also, a dragon gains the ability to understand and speak any language. This innate ability
functions like the ​Tongues​ spell.

21st Level Dragon: A dragon character who reaches 21st level makes the first in a series of
ten alterations to its physical form. When completed, the humanoid form of the dragon
doubles in weight, up to 350 pounds. The dragon may retain its original height and simply
gain bulk, may grow as tall as 8 feet, or may simply grow more dense. Physical changes are
uncontrollable and unpredictable. Though it still retains humanoid characteristics, the
dragon’s face elongates slightly and its nostrils lengthen. The dragon’s spine becomes more
pronounced, and rudimentary scales appear on the shoulders and back. You gain a natural
armour of 16. Your type changes from human to dragon.

At this level you can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature. Alternatively, if your DM allows it, in place of an ability
score improvement, you may choose either an Epic Boon (as found in the Dungeon Master’s
Guide) or a Feat (as found in the Player’s Handbook).

22nd-level dragon: Here the dragon’s physical form changes still further, increasing to
around 450 pounds and as tall as 10 feet. Its face elongates further and the first hints of
scales appear on its lengthened snout. The dragon’s spine becomes still more pronounced,
and the stub of a tail appears. Your natural armour improves to 17

23rd-level dragon: ​The dragon grows to around 650 pounds and gains another foot in
height. All limbs lengthen drastically, including fingers and toes. The dragon’s neck also
lengthens, lifting its now reptilian head and face far above its shoulders; all hair vanishes by
this level. Your natural armour improves to 18, and your walking speed increases by 5 feet.

24th-level dragon: The dragon’s humanoid origins can hardly be recognized. Its weight
increases to nearly 900 pounds and it can be as much as 12 feet long. Tough scales are
now everywhere but the underbelly and the underside of its limbs. The legs become
strikingly inhuman, developing huge thighs and a hard, angled, bony calf and taloned foot. At
this level the dragon may also hunch severely at shoulder and waist, and can move either
upright or on all four limbs. Your size becomes large. Your natural armour improves to 19,
and your walking speed increases by a further 5 feet. You also gain an unarmed attack
which deals 2d6+STR slashing damage.

25th-level dragon: Now fully 12 feet long from snout to growing tail, the dragon weighs

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 24
around 1,600 pounds. Its scales now have a magical enchantment that gives resistance to
bludgeoning, piercing and slashing damage from non magical sources. The dragon’s jaws
protrude remarkably, allowing a bite attack that inflicts 3d6+STR piercing damage.

26th-level dragon: By this time, the 2,000-pound form is completely hunched but can still
stand erect at its full 16-foot height at times.Your size becomes huge. Your natural armour
improves to 20. The hind legs have strengthened, doubling your jump distance.

At this level you can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature. Alternatively, if your DM allows it, in place of an ability
score improvement, you may choose either an Epic Boon (as found in the Dungeon Master’s
Guide) or a Feat (as found in the Player’s Handbook).

27th-level dragon: With this new level, the dragon nearly doubles its weight to 4,000
pounds (2 tons) and a length of 20 feet. Your natural armour improves to 21. With the
progressing metamorphosis, it can now use its breath weapon of superheated sand. Each
creature in a 60 foot cone must make a Dexterity saving throw, or take 10d12 magical
piercing damage, or half on a successful saving throw (DC is the same as your spellcasting
DC). You may use your breath weapon a number of times equal to half your CON modifier
(rounded down). You regain any uses of your breath weapon upon completing a long rest.
28th-level dragon: The dragon’s weight increases to 10,000 pounds (5 tons), and its length
reaches to 25 feet, mostly due to its full-grown tail. You can attack with your tail as if it were
an unarmed strike, which has a reach of 20 feet, and deals 2d8+STR bludgeoning damage.
Also, the dragon’s claws now inflict 2d10+STR damage, and you can attack twice, instead of
once, whenever you take the Attack action on your turn.

29th-level dragon: The dragon is 30 feet long and 20,000 pounds (10 tons). Your size
becomes gargantuan. Wings sprout at this level, which give a 40 foot flying speed. Your
natural armour improves to 22. Your breath weapon now inflicts 20d12 damage. At the end
of this experience level, the dragon’s animalistic period draws to a close, and cold cunning
and reason once again take control.

30th-level dragon: This final stage of the metamorphosis leaves the humanoid form
completely behind in favor of a pure dragon, 40 feet long and 50,000 pounds (25 tons). Its
wings are fully developed, allowing a flying speed of 80 feet. Your natural armour improves
to 23, and you also have advantage on saving throws against spells and other magical
effects. You may now use your breath weapon a number of times equal to your CON
modifier between rests.

   

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 25
Only humans can proceed through
Avangion  (Epic  levels from 21st to 30th as an
Preserver)  avangion. Also, the ability score
requirements are stringent: A
preserver passing 20th level must
In the entire known history of the Tyr
have an Intelligence score of 18,
Region there has never been a preserver
Wisdom 17, Constitution 15, and
who has advanced far enough in
Charisma 16. As with dragons,
experience to mimic the metamorphosis of
avangion level advancement is a
rival defilers. But it is possible. The
two-part process. The avangion
transformation requires a similar process,
must first earn the experience
a series of steps that lead from human to
points listed for its next level, then
avangion, but whereas the defiler/dragon
successfully cast the ​Avangion
metamorphosis is characterized by
Metamorphosis​ spell.
massive destruction and great pain, the
preserver/avangion blend is a more
Avangion Metamorphosis Spell
serene, peaceful process of light, water,
The ​Avangion Metamorphosis spell
and the life-giving properties of a dying
describes the procedures for
world.
accurate casting. Deviations or
outside influences that cause the
spell to fail do not result in the
caster’s death. Instead, the
Level Cantrips Spell Slots per Level
Known preserver or Avangion’s
1 2 3 4 5 6 7 8 9 1 experience points are reduced to
0
the minimum of its last level; it
21 6 4 3 3 3 3 3 3 1 1 1 cannot attempt to advance until it
has re-earned those experience
22 6 4 3 3 3 3 3 3 1 1 1
points. Unlike the equivalent
23 6 4 3 3 3 3 3 3 1 1 1 dragon spell, the avangion
24 7 4 3 3 3 3 3 3 2 1 1 metamorphosis spell sometimes
calls for a period of isolation for the
25 7 4 3 3 3 3 3 3 2 1 1
caster. If the spell is successful, it
26 7 4 3 3 3 3 3 3 2 2 1 returns to its companions in the
next step of the conversion, each
27 7 4 3 3 3 3 3 3 2 2 1
time closer to its magnificent final
28 8 4 3 3 3 3 3 3 2 3 2 form. Although at 20th level, the
29 8 4 3 3 3 3 3 3 3 3 3 caster would not have access to a
10th level spell slot, they can cast
30 8 4 4 4 4 4 4 4 4 3 3
this one spell.

Prerequisites:
Becoming an Avangion: ​Like dragons, avangions are effectively immortal. Once a
character becomes an avangion (21st level or higher), it gains certain benefits. Avangions
are immune to the effects of age and never die of natural causes. Avangions also have a
​ nd zone of
number of spell-like abilities permanently active : ​tongues , detect thoughts , a
truth​ (centred on yourself).

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 26
21st-level avangion: This first stage of the change from human to avangion is very subtle.
Its physical appearance changes only slightly; more noble features to its face and a silver or
golden sheen to its eyes. You gain a +1 bonus to saving throws against magical effects and
spells. Your type changes from humanoid to fey.

At this level you can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature. Alternatively, if your DM allows it, in place of an ability
score improvement, you may choose either an Epic Boon (as found in the Dungeon Master’s
Guide) or a Feat (as found in the Player’s Handbook).

22nd-level avangion: At this level, the skin takes on the metallic glow of its eyes and the
hair turns bright white, but the character is still quite human in appearance. You gain a
natural armour of 16. You also gain resistance to non magical bludgeoning, piercing and
slashing damage.

23rd-level avangion: Any concealment of the character’s true form is lost with this level and
the sprouting of enormous gossamer wings from the back and shoulders. The wings
themselves, filmy and nearly transparent, span 20 feet. The eyes become bright silver at this
stage, and the skin glitters in the sunlight. Its newfound wings give the avangion a fly speed
of 40 feet. Your natural armour improves to 17.

24th-level avangion: Now well on its way to true avangion form, the character’s original
human appearance is increasingly vague . All hair vanishes from the body, and webs of filmy
winglike material form between its arms and torso and its fingers and toes. Its existing wings
form multiple folds but can be extended to a 25-foot span. The avangion’s natural Armor
Class improves to 18, and its bonus to saving throws against magical effects and spells
raises to +2

25th-level avangion: With this level, the avangion’s human form decreases drastically,
becoming lost in the wispy folds of its wings, which can now extend to a 30 foot span . The
character’s jaw retracts and its eyes grow on its oval head. Its arms and legs grow far thinner
and can no longer support its weight. The character can no longer walk, but instead hovers
and flies at all times. The character can no longer wield hand-held weapons or make any
physical attacks of its own. However, the avangion’s magical nature continues to improve.
The avangion’s bonus to saving throws against magical effects and spells raises to +3, and
its natural armour improves to 19.

26th-level avangion: ​The avangion becomes a far more mobile yet graceful creature. It’s
incredible, shining wings now span up to 40 feet, with its central body nearly lost in their

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 27
folds. Your flight speed increases to 60 feet, and your bonus to saving throws against
magical effects and spells raises to +4. You also now gain immunity to non magical
bludgeoning, piercing and slashing damage.

27th-level avangion: ​The characters original human form is nearly lost. The creature has
only a torso and a head, nearly lost in the endless folds of its gossamer wings that now span
50 feet when fully extended. The avangion’s increasingly magical nature gives it a natural
AC of 20, and resistance to damage from spells or magical abilities.

28th-level avangion: ​The avangion first takes on its aura at this level, a radiance of brilliant
light that extends 90 feet from it in all directions. The aura acts as a permanent ​protection
from evil and good s​ pell and also dispels all magical darkness within it. The avangion’s
wingspan increases to 65 feet, and its flight speed increases to 80 feet. At this level, the
avangion receives +2 bonus to their Wisdom score (to a maximum of 22)

29th-level avangion: Physically, the avangion grows still more - its wingspan now at 80 foot,
which nearly envelops its torso and head. The aura grows to a 150 foot radius. In addition to
previous effects, the aura acts as a ​ray of enfeeblement on all evil creatures within it. Your
natural armour increases to 21, and your bonus to saving throws against magical effects
and spells raises to +5.

30th-level avangion: Now in its final form, the avangion’s cloud of overlapping wings can
extend to 90 feet, giving a flying speed of 120 feet. The incredible aura extends to a 200 foot
radius and, in addition to existing effects, acts as a permanent ​globe of invulnerability​. Your
natural armour increases to 22, and you gain a further +2 bonus to your Wisdom score (to a
maximum of 24)
Level 10 Spells 

Epic Defiling:
When dragons cast 10th level spells, they defile the land in the same manner as a 9th-level
spell, as shown in the original class listing. However, in addition to destroying plant life, the
enchantment can also injure or destroy living creatures. When a 10th-level defiling spell is
cast, all living creatures (except the caster) within 90 feet of the caster are affected,
regardless of terrain. In game terms, the creatures take 1d6 damage for every level of the
caster above 20, and their maximum hit points are reduced by this amount. The affected
creature has effectively had a portion of its living tissue turned to ash. The ash is distributed
evenly throughout its body; if more than half the victim’s hit points are lost to defiler magic,
much of its skin falls away as ash. If the victim is reduced to zero hit points, its entire body is
turned to ash and they are killed.
Casting 9th level spells at 10th Level:
The following rules will be used if a character wishes to cast a 9th level spell using a 10th
level spell slot.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 28
Astral Projection
At Higher Levels. When you cast this spell using a spell slot of 10th level, you can send an
additional 8 people to the Astral Plane..

Foresight
At Higher Levels. When you cast this spell using a spell slot of 10th level, you can target one
additional creature for each slot level above 9th.

Gate
At Higher Levels. When you cast this spell using a spell slot of 10th level, the duration for the
spell increases to 5 minutes.

Imprisonment
At Higher Levels. When you cast this spell using a spell slot of 10th level, each spell counts
as an independant spell relative to its slot level If a creature succeeds on its save against a
9th level spell slot, you can immediately force another save by casting the spell with a 10th
level spell slot. A dispel magic spell can only end its effect if cast with a slot level equal to, or
higher than the slot level used to cast imprisonment.

Invulnerability:
At Higher Levels. When you cast this spell using a spell slot of 10th level, the duration for the
spell increases to 30 minutes.

Mass Heal
At Higher Levels. When you cast this spell using a spell slot of 10th level, the healing
increases by 150.

Mass Polymorph
At Higher Levels. When you cast this spell using a spell slot of 10th level, you can turn the
targets into either beasts or monstrosities.

Meteor Swarm
At Higher Levels. When you cast this spell using a spell slot of 10th level, you summon an
additional meteor

Power Word: Kill


At Higher Levels. When you cast this spell using a spell slot of 10th level, the hit point limiter
for the spell increases to 150 hit points.

Psychic Scream
At Higher Levels. When you cast this spell using a spell slot of 10th level, you can target an
additional 4 creatures.

Storm of Vengeance
At Higher Levels. When you cast this spell using a spell slot of 10th level, the radius of the
spell increases to 500 feet.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 29
Time Stop
At Higher Levels. When you cast this spell using a spell slot of 10th level, you can take one
additional turn before the flow of time returns.

True Resurrection
At Higher Levels. When you cast this spell using a spell slot of 10th level, the creature can
have been dead for no longer than 400 years

Weird
At Higher Levels. When you cast this spell using a spell slot of 10th level, the radius of effect
increases by 10 feet and the damage increases by 1d10 for each slot level
above 9th.

Wish
At Higher Levels. When you cast this spell using a spell slot of 10th level, you can use it to
duplicate level 9 spells.
Spell Lists by Class
Wizard
New Level 10 Spells
Abrasion Enslave Elemental Mass Fanaticism Life Exten

Preparation Time: ​A new parameter is Advanced Immediate Preserver Mountain


Domination Animation Metamorphosis
present in level 10 spells, that being
preparation time. These spells call for Defiler Just Sovereign/ Evil Prolific Forestation/ Prolific Fo
elaborate preparation, rare material Metamorphosis Despot Sparse Vegetation Vegetatio

components, and conditions that must be Defiling Life Extension Raise Nation Rift
met prior to casting. Often, meeting these Regeneration

requirements calls for small adventures in Defiling Stasis Magical Minions Rolling Road Silt Bridge
and of themselves. Only one spell can be
Dome of Masquerade/ Undead’s Lineage
prepared at any one time, unless Invulnerability Imposter
specifically stated otherwise.
Enchanted
Armaments

Abrasion
10th Level Evocation

Range: 90 yards
Components: V, S, M (sands caught in a driving wind, and fragments of bone from creatures
blasted clean in sandstorms)
Preparation Time: 10 days (8 hours per day)
Duration: 120 days
Casting Time: 1 minute
Area of Effect: Special

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 30
With this spell, the caster can cause the ground to vibrate violently, turning the gravel and
sand into deadly abrasives. During the preparation time, the caster must enchant and mix
the spell components, spending at least eight hours per day in isolation. The spell can be
cast in the following terrains: rocky badlands, stony barrens, sandy wastes, salt flats, and
boulder fields. Once cast, the caster shapes the area of effect, which totals ten 300 foot by
300 foot squares, plus five additional squares per level of the caster above 20th (a 25th level
caster could, therefore, lay them end to end, making a barrier 300 feet wide and just over 2
miles long). The area of effect can be shaped, in any way desired, out of these building
blocks. Any vegetation there will remain unaffected.

Any creature that puts their full weight against the affected area of ground will suffer
damage. On the first round of contact, it will inflict 1 point of necrotic damage. On the
second, it will inflict 1 point of necrotic damage per Hit Die of the target. On the third and
subsequent rounds, it will inflict 1d3 points of necrotic damage per Hit Die of the target.
Especially tough hide or footwear may postpone damage for one or, at most, two rounds. By
the nature of the damage, after suffering half of their total hit points in damage a creature will
be unable to free themselves (at the casters option).

Advanced Domination
10th Level Enchantment

Range: 500 feet


Components: V, S, M (an item once owned by the intended victim which is somehow
emotionally prized by that person)
Preparation Time: 7 days
Duration: Special
Casting Time: 1 action
Area of Effect: 1 person

This spell lets the caster control the actions of any humanoid. During the preparation time,
the caster must be in constant contact with an item once owned by the intended victim, an
item that is somehow emotionally prized by that person. For instance, a letter from a loved
one, the character’s first metal weapon, a family heirloom, etc. would suffice. The time spent
procuring the item does not count toward the preparation time; the caster can undertake any
activity during that time, provided he carries the item on his person.

Once cast, the victim gets no saving throw. Protection from evil and good in no way hinders
this spell. The caster can then control the actions of the victim within the limits of the
subject’s body, through telepathic contact. The subject cannot resist this control. This spell
lasts until one of the following occurs: an immediate relative (sibling, parent, or child) of the
subject retrieves the prized item and destroys it; a period of time passes equal to the length
of time the subject cherished the emotionally prized item; the caster chooses to end the
spell. Keeping a subject under advanced domination counts as one 10th-level spell against
the caster’s maximum. Once ended, the prized item disappears.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 31
Defiler Metamorphosis
10th Level Transmutation

Range: Self
Components: V, S, M (Variable)
Preparation Time: Variable
Duration: Permanent
Casting Time: Special
Area of Effect: The caster

Defilers who have earned sufficient experience points to advance to the next stage of their
dragon metamorphosis must successfully cast this spell. Once cast, the defiler mutates their
physical form drastically, each time becoming less human and more dragon. The defiler may
begin their preparation time at any point as they approach their next level, building
structures, gathering components, studying, etc. But the spell cannot be cast before they
have earned all necessary experience points. Though the experience points have been
earned, the defiler gains no benefits of their new level until after the defiler metamorphosis
spell is cast.

The exact material components, preparation time, and casting time differ, depending on
what
level the defiler is about to achieve, grouped by level into low, middle, high, and final
metamorphosis. During the preparation time for dragon metamorphosis, the caster may still
hold concentration on other spells, but not during the final casting.

Any interruption or mistake during the casting of the spell will kill the defiler character.

Low (21st, 22nd, and 23rd levels):


When approaching these levels, the defiler is merely beginning their metamorphosis toward
dragon form. The preparation time at these levels must be at least one year, during which
time the caster must have access to ancient documents, tablets, and scrolls that have never
been studied by another defiler. Such materials must be discovered by the defiler or their
minions and must be studied for at least eight hours every day for the entire year. Acquisition
of such documents will usually be a quest in and of itself; once used, these documents
cannot be used for this spell again. The material components must include vast riches (at
least 10,000 gp worth of jewels, gems, coins, or artistic treasures), a vast structure where the
transformation might take place, and no fewer than 1,000 Hit Dice worth of living creatures
for the life-leeching process. The riches vanish and the living creatures are slain one
heartbeat after the defiler begins casting. The structure, which must cost more than 50,000
gp to build, is not destroyed and may be used again to cast this spell when obtaining all
three of the low levels. The spell is cast from the deep interior of the structure, where the
caster will actually transform, no other beings may be present at the instant of casting. The
casting time is a full 24 hours; any interruption results in spell failure.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 32
Middle (24th, 25th, and 26th levels):
At the middle levels, the process is similar. The preparation time extends to two years per
casting, during which time the caster must befriend and visit a powerful creature from an
elemental plane. The caster must visit the planar creature three days of every fifteen for the
entire preparation period. It is likely that it will force the defiler to perform difficult missions,
more often than not for its own amusement, all through the preparation period. The material
components include fewer riches (at least 5,000 gp) but more living creatures (no fewer than
2,000 Hit Dice). A new structure must be built, which can be used for all three middle-level
transformations, but this structure must be made of stone, take at least three years to
construct, and must be ornately decorated, costing no less than 125,000 gp. The casting
time is three days; any interruption results in spell failure. The riches vanish and the living
creatures are slain one heartbeat after the defiler begins casting.

High (27th, 28th, and 29th levels):


For the high levels of dragon metamorphosis, the process actually must take place on either
an elemental or the Astral plane. No structure or riches are required, but the caster must
travel to his plane of choice with no fewer than 200 Hit Dice of living creatures from the
Prime Material plane. The living creatures must be no fewer than 10 Hit Dice each and must
willingly travel to the plane and participate in the casting. The actual casting time is 24 hours,
and the caster must have the full cooperation of at least three powerful beings from that
plane for the entire time. Locating beings willing to cooperate should be easy, but getting
their cooperation requires exchanges of favors, quests, etc.; preparation time is equal to the
time it takes to convince the planar beings to cooperate. The living creatures are slain one
heartbeat after the defiler begins casting.

Final (30th level):


The final stage of dragon metamorphosis requires no preparation time and a single material
component; the slain body of a purely good creature defeated in single combat (not
necessarily by the caster of this spell); the victim must be intelligent, have at least 20 Hit
Dice, and be capable of casting 9th-level spells. The spell must be cast over the fallen victim
within one hour of their defeat; the casting time is merely one action. In all cases, the living
creatures used as material components must be within one mile of the caster. Once cast, the
defiler must make a successful death saving throw or die in the mutation process.

Defiling Regeneration
10th Level Necromancy

Range: 300 feet


Components: V, S, M (inks and dyes made from the blood of regenerating creatures)
Preparation Time: 30 days
Duration: Special
Casting Time: 1 minute
Area of Effect: Special

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 33
Only defilers can cast this spell. With this spell, a defiler can empower a force of creatures to
magically regenerate lost hit points at the expense of the vegetation around them. During the
preparation time, the defiler must prepare each of the creatures they plan to empower with
regenerative abilities. The caster must decorate their faces and hands with non-permanent
tattoos and their armour with special symbols of evil magic. The caster must have access to
the creatures for the entire preparation period.

Upon casting, the defiler can empower creatures with a form of regeneration. The caster
creates a pool of regenerative energy, equal to ten times the casters level. Only living,
corporeal creatures can be affected. The creatures can draw from the pool, regenerating 2
hp at the start of each of their turns for the duration of the spell. Even those slain regain
consciousness when they regenerate up to 1 hp. The spell lasts for a number of days equal
to the caster’s level, or until the pool is depleted. When the spell expires, the tattoos and
symbols vanish.

The magical energy driving this regeneration is taken directly from the land, just like defiling
magic. During regeneration, the ground where the creatures were wounded becomes
spotted with ash. A typical combat site leaves a few ashen footprints behind. The site of a
major battle may be completely destroyed, turned to ash as the creatures regenerate lost hit
points. Any character of good alignment under the effect of this spell must attempt to have
the magic dispelled before they takes damage, they must avoid damage at all costs. Failure
to do so, or a willingness to accept the spell as an asset, is cause for an alignment change.

Defiling Stasis
10th Level Abjuration

Range: Self
Components: V, S, M (small glass bubble with no air inside it)
Preparation Time: 5 days
Duration: 1 day/ caster level
Casting Time: 1 minute
Area of Effect: Hemisphere, 300 foot radius

This spell pushes defiling damage far away from the caster for a period of time. The damage
still occurs, but at a point more remote from the defiler themself. It can be used to protect an
area against defiling damage, or by a defiler to push their damage out of sight. The caster
must contact the spirit or spirits of the land within the radius they wish to affect. Since it is
unusual for a user of casterly magic to contact a spirit, the process takes quite a bit of time;
every waking moment for the entire preparation time. There is no actual speech contact
established with the spirits, only a level of understanding that the caster wishes to protect the
area from defiling damage.

When cast, a hemisphere centered on the caster becomes temporarily immune to defiling
damage. All such damage called for within the hemisphere is redirected to the closest points
immediately outside of it. Trees of life within the hemisphere cannot be drawn upon for
defiling magic; that energy, too, is redirected outside. The hemisphere is 300 feet in radius.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 34
The caster need not remain inside the hemisphere. The spell in no way inhibits the
effectiveness of defiler magic within its boundaries. There is no force field or visible barrier at
the edge of the hemisphere. However, once defiling magic is cast within it, the area
immediately outside forms a large circle of ash that can be identified by knowledgeable
characters.

Dome of Invulnerability
10th Level Abjuration

Range: Self
Components: V, S, M (Crystal Ball [magic item])
Preparation Time: 3 days
Duration: 1 day
Casting Time: 1 action
Area of Effect: Variable

This spell creates an enormous mobile magical sphere around the caster. The sphere itself
acts exactly like a globe of invulnerability, but any spell can be cast out of the magical
sphere, and these pass from the caster to the subject without effect upon the globe. During
the preparation time, the caster must fashion a perfect crystal ball, which takes every hour of
the three days. Upon casting, the dome appears in a hemisphere over the caster’s head, to
a radius of 30 feet per level beyond the 20th. Everyone within the dome receives its benefits,
whether friendly or antagonistic toward the caster. The dome does not extend below the
ground; magic cast from below the dome is not affected. The dome moves with the caster,
always centered on their position. However, if the caster flies off the ground, the dome
collapses instantly. Also, dispel magic cast by a higher-level caster eliminates the dome.

Enchanted Armaments
10th Level Enchantment

Range: 90 feet
Components: V, S, M (powdered braxat’s horn and the weapons to be enchanted)
Preparation Time: 7 days minimum
Duration: Special
Casting Time: 10 minutes
Area of Effect: Special

With this spell, a caster can temporarily enchant a large number of weapons against a
specific foe. During the preparation time, the caster must spend at least one hour with each
weapon to be enchanted, scratching a special symbol onto its blade or handle. The weapons
can be of any variety and made from any materials, but they must all be within range at the
time of casting. The caster must choose a single named foe, being specific as to race and
origins (such as “the elves of the Jura Dai” but the caster cannot choose “all elves” as
named foes for this spell) . The weapons all gain a magical +1 enchantment for the duration
of the spell against the named foe only. This bonus applies to all attack and damage rolls

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 35
and allows the weapons to inflict damage on creatures normally affected only by magical
attacks. The weapons receive no benefit or penalty against other creatures.

The weapons remain enchanted until one of the following occurs: the named foe is
completely destroyed; half of those wielding the weapons are killed or otherwise taken out of
action; 30 days have passed since casting. Once the spell’s duration has run out, all the
enchanted weapons turn to dust immediately.

Enslave Elemental
10th Level Conjuration

Range: 360 feet


Components: V, S, M (Varies)
Preparation Time: 30 days
Duration: Special
Casting Time: 10 minutes
Area of Effect: One elemental

With this spell a caster can both summon and then enslave an elemental. The caster can
enslave an earth, air, fire, or water elemental as desired. The strength of the elemental
summoned depends upon the caster’s level: at 21st through 25th levels, the elemental has a
maximum CR of 12, whereas at 26th level and above the caster can enslave an elemental
which has a maximum CR of 15. Before an elemental can be enslaved, the caster must
personally witness destruction wrought by that creature. The caster may conjure the
elemental, themself, or simply witness it in the service of another. In either case, the caster
must gather a bit of material evidence from that destructive force for themself: a sliver of
charred wood burnt by a fire elemental, the teeth of a creature drowned by a water
elemental, etc.

Once procured, the caster must begin the preparation time for the spell, during which they
must fashion the material into an amulet; this takes at least six uninterrupted hours per day
for the entire 30 days. Once completed, the caster must don the amulet and cast the spell
before the next double moon (within 1d100 days).

Upon casting, the elemental arrives, under the complete control of the caster. The caster
need not concentrate to maintain control and the elemental performs every bidding. If the
elemental ever strays beyond the range of the spell, it continues to perform its last orders
forever. If the amulet is removed from around the caster’s neck, the elemental attacks them
immediately. If the caster is ever killed or the amulet destroyed, the elemental is freed and
returns to its plane. The amulet has no inherent magical protection. In addition to the amulet,
the caster must have the material component called for in the conjure elemental spell:
burning incense for an air elemental, soft clay for earth, sulphur or phosphorus for fire, water
and sand for a water elemental.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 36
Immediate Animation
10th Level Necromancy

Range: 120 yards


Components: V, S, M (gathered weapons, from the fallen warriors, that have their enemies
blood on them)
Preparation Time: Variable
Duration: Permanent
Casting Time: 1 minute
Area of Effect: Special

With this spell, a caster can animate a large number of dead creatures into zombies,
provided those creatures died in combat within one hour before the casting of the spell. All
dead creatures must be in range at the time of casting. The number of animated creatures is
determined by the HP of the creatures to be raised. The caster can animate up to 500 HP
worth of creatures at 21st level, and a further 100 per level beyond the 21st (600 at 22nd
level, 700 at 23rd, etc.) Creatures so animated lose all magical and psionic abilities, but
retain all physical characteristics. Creatures become zombies of equal HP to their living
counterparts (i.e., a 60 HP thri-kreen becomes a 60 HP zombie). Once slain as zombies, the
corpses are considered too damaged to be animated a second time.

Preparation time for this spell is optional. However, every day spent in preparation prior to
casting increases the number of creatures the caster can animate: Hit Dice equal to the
caster’s level per day of preparation. During preparation time, the caster must spend all 24
hours locked away in a dark place with but a candle, pouring over ancient necromantic
tomes. The material components for this spell are gathered weapons, from the fallen
warriors, that have their enemies blood on them. It is a common practice on Athas to loot the
bodies of their weapons, if possible, so this component may not be readily available among
the slain warriors.

Just Sovereign/Evil Despot


10th Level Illusion​ Reversible

Range: Touch
Components: V, S, M (an item of at least 1,000 CP value that was won for the leader
by his subjects efforts)
Preparation Time: Variable
Duration: Special
Casting Time: 1 day
Area of Effect: 1 mile radius

With the ​Just Sovereign spell, a caster can pacify a subject population or unit of soldiers,
making them believe their leader is far kinder than his previous actions would suggest. This
spell only functions against a group of creatures who already feel that the subject of the spell

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 37
is their leader, regardless of what they feel about them. A torturous warrior-king might have
this spell cast upon him, but someone without subjects gains no benefit from its magic.

The number of people so pacified is 100HP per level of the caster above 20th. Once cast,
the entire group must be make a Charisma saving throw, using the highest modifier in the
group. The group then saves as a whole, either all passing or all failing. All of the subjects
must be within the area of effect at the time of casting.

During the preparation time, the caster must spend time in the presence of the subject (or in
isolation if they plan to cast it upon themself). The length of time spent in preparation is
optional, but the duration of the spell is equal to three times the preparation time.

Once successfully cast, the leader’s subjects will selectively forget incidents of torture or
abuse, long forced labors, and other unpleasant events. They will see their leader as a good
creature, worthy of respect, hard work, and reverence. In specific game terms, the leader
receives advantage on all Charisma based skill checks to those who are part of the affected
subjects. They will gladly do the leader’s bidding and can usually be counted on to double
their efforts, be it construction, farming, etc. A military unit will never rout or fall back when in
the leader’s presence.

The reverse of this spell, ​Evil Despot,​ forces the subjects of a leader to believe he is very
cruel and unjust, regardless of his past performance. With this spell, the subject of the spell
is allowed a saving throw failure means the subjects within the area of effect immediately
find him repulsive for the duration of the spell. The leader suffers disadvantage on all
Charisma based skill checks to those who are part of the affected subjects. Workers stop
working, they may tear down the things they have already built, and military units refuse to
fight and rout off the field when led by their hated leader.

Life Extension
10th Level Necromancy

Range: Touch
Components: V, S, M (see below)
Preparation Time: 77 days
Duration: Permanent
Casting Time: 10 minutes
Area of Effect: Special

With this spell, the caster can extend maximum age. Every character has a maximum age
created from the age tables in Chapter 1 of the Dark Sun Player’s Handbook.This spell
increases a character’s maximum age by one king’s age: 77 years. The character usually
does not suffer normal aging effects during this time, but this can vary according to
circumstances, activities, and magical or psionic effects.

The material components for this spell are extensive. The recipient must surround themself
with the trappings of his youth. Their personal trappings might include clothing or equipment

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 38
used as a youth, letters previously received or sent, soil from their homeland, tears shed by
their mother, etc. Collection of these components may be very difficult, involving a long
journey to the caster’s homeland, or they may prove impossible if the caster is an orphan or
has no traceable roots.

Magical Minions
10th Level Conjuration

Range: Touch
Components: V, S, M (possessions, once prized by the minions that are no longer needed in
the caster’s service)
Preparation Time: 150 days
Duration: Permanent
Casting Time: 1 action

This spell lets the caster create a force of identical creatures who, in essence, become
physical extensions of themself. The caster can observe through the minions senses and
use their own powers through the minions, no matter where the minions are.

During the preparation time, the caster must assemble the potential minions. Any creature
can serve as a minion, provided it is of the same alignment as the caster and has a minimum
of 15 Intelligence. The caster can enchant a number of identical minions up to one third of
their level, rounding down. For a good caster. the minions must be willing subjects. Evil
casters can secure their minions through domination or other means. Minions and caster
must be locked away for the entire length of the preparation time, bonding personally,
magically, and psionically.

Upon casting, the minions become tools of the caster for the rest of their lives. If destroyed
and raised, the raised form is no longer a minion of the caster. The minions retain their
physical form and attributes, including hit points, Armor Class, skills, etc. They also retain
any innate spell-like abilities they once had . They retain their raw intelligence and their
original ability to make decisions; the minion’s free will is not lost, so it can undertake
long-term functions without direct supervision. However, the minions lose all magical and
psionic powers. The caster controls all such powers in the new union of beings. All material
possessions are distributed by the controlling caster; unless an item is given to the minion by
the caster, or unless the caster gives the minion specific instructions to obtain and use it, the
minion ignores it.

The caster has complete overriding control of their magical minions. Through concentration,
they can know everything that the minion knows; its location, situation, and emotional state.
The caster can see through the minion’s eyes and use its other senses. Any instructions
given to the minion will be carefully fulfilled. When the caster is not concentrating, they
knows nothing of their minions, but they can contact the caster empathically if they wish.

The caster can cast magical spells and use psionic powers through their minions, no matter
what the physical distance between them. Minions are especially deadly opponents since it

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 39
is the caster who must employ the various components, not the minion. Once the caster
casts a spell through a particular minion, the spell immediately works without action on the
minion’s part. When these things are done, range and area of effect are measured from the
minion’s viewpoint, not the caster’s. The minion cannot act in its own right while the caster is
using it this way. The connection does not work between different planes.

The strong link between caster and minions can be dangerous as well. When a minion is
destroyed, the caster must make a Constitution saving throw against their own spellcasting
DC or be stunned for 1d6 turns. The caster also loses experience points equal to ten times
the minion’s XP value. The caster cannot gain further experience points until the minion is
either replaced or its death is avenged. The loss of a minion disrupts the casting time or
preparation time of all spells in development. Also, opponents can use a minion to locate
and
psionically attack the caster. If the minion’s mind is controlled through domination or similar
magic, psionic powers can be launched through it against the caster, regardless of distance.

A caster can have only one set of minions at a time. If all are slain, the caster can start a
new set after a period of three years. No minion can serve more than one caster.

Masquerade/ Imposter
10th Level Enchantment

Range: Touch
Components: V, S, M (a small golden mask fashioned in the likeness of the rightful leader of
the community (500 cp minimum value) or, for its reverse, a golden statuette with two faces
(1,000 cp minimum value).)
Preparation Time: Variable
Duration: 1 day per caster level
Casting Time: 1 action
Area of Effect: Special

With the ​Masquerade spell, the caster can make the most powerful individuals in a
community believe that the spell recipient is their leader. Preparation involves studying the
community to be affected by living among them. The number of individuals convinced is a
function of their Hit Points and the preparation time: For every three days of preparation
time, the caster can convince creatures with a combined total of 50HP. The individuals
affected are chosen out of the community in descending order of HP (highest are convinced
first, then second highest, etc., until the total HP has been accounted for). Whether or not
the rest of the community believes the spell recipient is their leader depends on the situation.
If all the most powerful people in a small village say that the target is the leader, the entire
village might go along with it. However, if a very few powerful people in a large city proclaim
the recipient as their new leader, the rest of the population might ignore them or incite civil
violence. Often, the rightful leader is affected by the spell, helping to legitimize the deception.
The spell is inherently fraught with dangers.

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 40
The reverse of the spell, Impostor​, has the opposite effect, convincing the most powerful
people in a community that their leader is a fraud. Again, the situation dictates events, but
those affected are absolutely convinced they are right.

Mass Fanaticism
10th Level Enchantment

Range: 900 feet


Components: V, S, M (the symbolic object and a tiny bar of iron)
Preparation Time: Variable
Duration: Variable
Casting Time: 1 action
Area of Effect: Special

With the ​Mass Fanaticism spell, the caster magically bolsters the combat morale of a large
group of creatures. The caster must know, in advance, exactly what group of creatures they
will affect before preparation. During preparation for the spell, the caster first spends a
minimum of 15 days living among the creatures, (e.g., travelling with elven raiders, working
with slave tribe farmers, hunting with thri-kreen, etc.). Next, the caster procures (earns, is
given, steals) a single item symbolic of the entire group (e.g., the fineries from a recent
plunder, the first grains from the harvest, the chieftain’s chatkcha, etc.). The preparation is
complete after the caster gains this symbolic object.

Upon casting, all individuals in the chosen group become fearless in battle. In game terms,
they are immune to the frightened condition. Note that this spell in no way charms them into
performing acts of combat that they would not normally. There is no limit to the number of
individual creatures that can come under the influence of this spell, provided they are of one
cohesive group (one tribe, one army, one village) and the symbolic object applies to each
individual. The effect lasts for one full day, plus one more day for every two days the caster
spent in preparation beyond the necessary 15.

Mountain Fortress
10th Level Conjuration

Range: Special
Components: V, S, M (a gem worth at least 1,000 cp, mined within ten miles of the casting
site.)
Preparation Time: 10 days
Duration: Special
Casting Time: 1 action
Area of Effect: Variable

With this spell, the caster conjures a heavily protected mountain fortress where there was
nothing but empty land before. This spell can only be cast on an area of desolate plains;

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 41
sand wastes, salt flats, even boulder fields; the spell cannot be used to destroy buildings or
creatures.

During the preparation time, the caster must bury the gem material component at least 90
feet below the surface exactly where the spell is to be cast. The burial means can be
magical, psionic, or physical. For the entire ten-day period, the caster must remain at that
location without interruption. The spell can be cast as long as one year after the preparation
time is over, but until cast, the spell counts against the caster’s total 10th-level spells in
preparation. After a year, the gem disappears and preparation must begin again.

Upon casting, a roughly circular area, 300 feet in diameter around the caster, rises slowly to
an elevation of 90 feet + 30 feet per caster level above 20th. The resulting cylinder has
sheer, hard stone cliffs. The fortress appears on top of the new mountain, complete with
stone walls and barricades and multiple buildings surrounding a central, four-story tower. If
the caster is 23rd level caster or higher ground 90 feet surrounding the cylinder is also
magically dug with trenches and pits and strewn with caltrops. If the caster is 26th level
caster or higher, the entire fortress complex is covered with heavy netting and pikes to ward
off attacks from the air.

The fortress remains until one of the following conditions is met: the caster leaves the
fortress; a force of no less than 50 creatures antagonistic to the caster manages to take the
central tower by force; 100 days have passed since casting.

Conditions in the fortress are spartan. When the fortress is created there is enough water
and food to last 50 creatures for 100 days. Additional food can be brought to the fortress, of
course.

The exact layout of the fortress and its fortifications is up to the caster, instantaneously
translated from his imagination to physical form on casting. The means of entry is up to the
caster. Regardless of design, the fortress can protect up to 1,000 medium creatures. A
newly-conjured fortress has no inhabitants.

Preserver Metamorphosis
10th Level Transmutation
Range: Self
Components: V, S, M
Preparation Time: Variable
Duration: Permanent
Casting Time: Special
Area of Effect: Caster

This spell can only be cast by preservers.

A preserver who earns sufficient experience points to advance to the next stage of avangion
metamorphosis must first successfully cast this spell to complete the change. The preserver
changes physical form drastically upon the spell’s completion, each time bridging

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 42
approximately one-tenth the gap between human and avangion form. The preserver may
begin preparation at any point on the way to the next next level, building structures,
gathering components, studying, etc. However, the spell cannot be cast before all necessary
experience points are earned. Though the experience points have been earned, the
preserver gains no benefits of the new level until after the preserver metamorphosis spell is
cast.

The exact material components, preparation time, and casting time are different, depending
on what level the preserver is about to achieve, grouped by level into low, middle, high, and
final metamorphosis.

Low (21st, 22nd, and 23rd level):


A preserver feels a calling within when he has earned 75% of the experience needed for the
next level. The preserver leaves the company of his fellows and seeks isolation. The
preparation time for the spell constitutes the entire period necessary for the preserver to
earn
the final 25% of those experience points, adventuring completely alone. If the preserver
earns any experience points with the aid of another character, all experience points are lost
down to the minimum required for the current level. Failure to gain experience in a solitary
fashion, in the DM’s judgment, means the spell may fail when cast. For low-level
metamorphosis, the preserver must spend the isolation period gathering physical remains of
the enemies of life, usually those of high level defilers; their bodily remains, destructive
belongings or artifacts, ash from their spellcasting, etc. These items are evidence of devotion
to life and the land. The spell must then be cast at night, beneath the light of both Athasian
moons. The casting time is six hours. Any interruption results in spell failure. The preserver
may have other characters present during casting.

Middle (24th, 25th, and 26th level):


At intermediate levels, the preserver again hears a call for isolation when 75% of each
level’s experience points have been earned. During this preparation time, the preserver must
attain absolute isolation; any contact with intelligent beings who aren’t foes to be defeated
negates the spell preparation, and the caster reverts to the 75% base line of the isolation
period. The material components at the middle levels are gifts gathered from no fewer than
three powerful good creatures during isolation. The powerful creatures realize the
consequences of contact for the preserver, so they leave the gifts to be found after the
preserver achieves extremely dangerous or important goals. The material component for the
spell (not consumed in casting) is a single tree or bush personally saved by the preserver
from defiler magic destruction. The casting time is 12 hours. At the time of casting, there
must be living vegetation for at least one mile in all directions, untainted by defiler ash or evil
creatures.

High (27th, 28th, and 29th level):


Unlike previous level advancements, the preserver feels no calling toward isolation at high
levels. On the contrary, at 75% experience point level, the caster instead collects a core
group of companions no fewer than eight in number and of at least 10 levels or 100 HP
each. All the companions must be of good alignment. The preserver must spend the

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 43
preparation time with these characters, earning the remaining 25% of experience in the
company of at least one of these companions; failure to do so forces the preserver to revert
to the current level’s 75% baseline of experience. The material components are a single gift
from each of the companions in the core group. During the casting of the spell, the preserver
must have the aid of a single companion for the entire length of the ceremony. If the
companion is not absolutely good, the spell fails and the companion is slain in the release of
failed magical energy. Companions cannot repeat the process with a single preserver; new
companions must be found for the 27th, 28th, and 29th levels.

Final (30th level):


To cast this spell, the preserver must make an area of lush vegetation (crops, scrubgrass,
forests, or any combination) at least five miles in diameter. The preparation time for the spell
equals the time it takes the preserver to create these lush lands. At the time of casting, the
lush lands must be free of evil creatures. The material components for the spell are a
diamond of no less than 10,000 gp value with which to capture the life- giving qualities of
sunlight, a stone tomb large enough to hold the preserver’s body, and a perfectly sealed
glass case built around the tomb. The casting time is one round. Upon casting, the
preserver/avangion, diamond, and stone tomb disappear, bound for planes unknown. You
then roll 2d12, this is the number of months before the return of the preserver, in final
avangion form, to the glass case. If the glass case is damaged in the meantime, the
avangion is lost to oblivion.Upon casting, the preserver must make a death saving throw, on
a failure they die from physical stress. Any interruption or mistake during the casting of the
spell causes the preserver to lose experience points down to the minimum of the last level,
they must be earned again before trying preserver metamorphosis anew.
Prolific Forestation/ Sparse Vegetation
10th Level Conjuration

Range: Special
Components: V, S, M (Special)
Preparation Time: 30 days
Duration: Special
Casting Time: Special
Area of Effect: Special

Only preservers can cast this spell.

With the ​prolific forestation s​ pell, a preserver causes a grove of trees to magically appear.
During the preparation time, the caster must devote eight hours per day for 30 days to the
fashioning of a staff from a tree of life, a material component that may be difficult to obtain.
The caster must carve the staff perfectly smooth with a diamond dagger, and they cannot
undertake any other task during the eight-hour period.

The spell’s area of effect is a circle with a maximum radius that varies according to the
caster’s level. The caster may choose to affect a smaller radius if desired. The terrain must
have no other trees; if it does, the spell fails. To cast the spell, the caster thrusts the
diamond dagger into the ground at the center of the circle, then moves with the staff to the

 
 
 
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circle’s edge. The caster then walks around the area of effect, dragging the staff along the
ground. The staff magically ensures that the caster walks a perfectly circular path, eventually
returning to where he started. The caster must walk (not run, fly, or levitate) but may use
magical means to speed that walk. Interruptions lasting more than a single round negate the
walking and it must be started again. If the dagger at the center of the circle has been
disturbed, the spell fails, so a caster often places a guard over it. When the circle is
completed, the spell is cast. The table shows the distance that must be walked, based on the
area of the spell.

caster Level Max Radius Rough Circumference Time to Walk

21 300 feet ⅓ mile 5 minutes

22 600 feet ⅔ mile 10 minutes

23 900 feet 1 mile 20 minutes

24 0.25 miles 2 miles 30 minutes

25 0.5 miles 3 miles 45 minutes

26 0.75 miles 4.5 miles 1 hour

27 1.25 miles 8 miles 2 hours

28 6 miles 38 miles 9 hours

29 12 miles 75 miles 18 hours

30 25 miles 160 miles 38 hours

Upon casting, the area inside the circle instantly grows thick with grass and small shrubs
much like the scrub plains. The vegetation will not emerge from solid stone, but it arises from
any soil, no matter how rocky, sandy, or dry. Though the spell duration is listed as
permanent, the vegetation created is normal and retains no magical enchantment. It remains
until and unless it dies from lack of moisture, brushfire, erosion, etc.

The reverse of this spell, ​sparse vegetation,​ can only be cast by defilers. During preparation,
the defiler must spend at least four hours per day wandering the scrubland they wish to
destroy. They must sprinkle a fine trail of ash, from their own defling spells, around the
circumference of scrub grass to be affected. Once cast, all the scrub, bushes, and weeds
within the circle immediately die. Plants will not grow within the circle for a number of years
equal to the caster’s level, though growth of trees is not affected.

The material component for this spell is the staff and the dagger. Both vanish after the caster
has walked the circumference. The material component for the reverse is a small bag made
from woven straw, filled with salt from the sweat of slave farmers.

Raise Nation
10th Level Necromancy

Range: 180 feet


Components: V, S, M (Special)
 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 45
Preparation Time: 60 days
Duration: Permanent
Casting Time: 10 minutes
Area of Effect: Special

With this spell, a caster can animate the skeletons of any long-dead civilization. Before the
preparation time can begin, the caster must locate an appropriate site of ruins. There need
not be complete skeletons around the ruins (the skeletons will assemble from powdered
fragments if that's all that remains of them), but there can be no creatures living at the site
and it must have been abandoned for at least 100 years. During the preparation time, the
caster must spend all their waking hours searching the ruins, learning everything they can
about them, readying the site for their necromancy. Once cast, a number of skeletons will
animate according to the general size of the ruins site.

Size Number of Skeletons

Outpost 10 to 49

Village 40 to 400

City 200 to 2000

Great City 1000 to 4000

The skeletons are completely under the command of the caster, but are no smarter than any
other skeletons. They have no knowledge of their past lives or civilization; they are merely
animated to serve the caster. The skeletons remain so until they are all destroyed. The
skeletons never venture further than 75 miles from their ruins. Once cast on a set of ruins,
this spell can never be successfully cast there again by any caster. There is a 10% chance
that this is the case for any given ruins site, and there is no way for the caster to know if
such a spell has been cast without some sort of divination magic
.
The material components for this spell are an number of items originally from the ruins site
that have been well preserved by time; these items must total at least 1,000 cp in present
day value.

Rift
10th Level Conjuration

Range: Self
Components: V, S, M (an obsidian goblet containing ground bones from a dead
necromancer)
Preparation Time: 120 days
Duration: 1 night
Casting Time: 10 minutes
Area of Effect: Sphere 1000 feet around caster

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 46
With this spell, the caster magically brings the Negative Material plane closer to the Prime
Material plane, creating a rift between the two centered upon himself. The caster must first
study undisturbed for at least four hours per day for four months, reading scrolls and books
about the planes. Upon casting, all undead within the area of effect gain nine times their
original hit points as temporary hit points for the duration of the spell. For instance, a 5 hp
zombie gains an additional 45 phantom hit points for the entire night. The area of the rift
moves with the caster, possibly placing some undead out of the sphere or encompassing
others as he moves. Temporary hit points are gained immediately upon entering the sphere,
and then only once per creature per casting. The caster has no control over which undead
receive the benefit of the phantom hit points; all undead in the sphere are so affected.

Rolling Road
10th Level Abjuration

Range: Self
Components: V, S, M (one pound of dust from three roads the caster has previously
travelled)
Preparation Time: 7 days
Duration: Special
Casting Time: 1 action
Area of Effect: Variable

With this spell the caster creates a short stretch of smooth road that extends in front of him
wherever he travels. During preparation, the caster must take the material components, dust
from previous roads they have travelled, and mix them for at least four hours every day.
After casting the spell, the caster must continue to sprinkle this mixed dust in front of them
as they travel. The road itself is always 90 feet wide and extends 30 feet in front of the
caster. It extends behind them for 90 feet for each level above 20th. The road crosses any
land, including sand, forest, and mountain. In the case of the former two, the road appears in
front of the caster, pushing obstacles like trees and rocks aside. For mountains, obstacles
are likewise removed, but the road is just as steep as the original terrain, and could still be
impassable. The magical road does not create its own firm ground, and cannot be used to
cross areas of silt. The road leaves no trace once the caster has passed by. The road does
offer some protection to those on it; natural weather effects do not hinder travel on the road,
and those on it do not require food or water while on the road. The spell’s duration is
measured in distance, five miles per level of the caster above 20th. The spell does not grant
the caster knowledge of direction.

Silt Bridge
10th Level Abjuration

Range: Touch
Components: V, S, M (2250 pounds of bone dust)
Preparation Time: 45 days
Duration: 7 days/level
Casting Time: 5 turns

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 47
Area of Effect: Special

With this powerful spell, the caster can temporarily turn a vast area of the Sea of Silt into
solid ground. This spell cannot be cast elsewhere. During the preparation time, the caster
must spend at least six hours per day flying over the silt to be altered, sprinkling it with bone
dust. Unlike most epic spells, interruptions during a day’s activities can be tolerated,
provided the priest does spend six hours during each day in preparation.

Once cast, the mixture of bone and silt hardens to form a solid surface. The area solidified is
a rectangle 100 yards across, and its length is one mile per caster level above 20th. Multiple
castings can create longer bridges. The hardened area can support any amount of weight,
since it is solid from the surface down to the bottom of the Sea of Silt. If it is gouged or
attacked, it acts exactly like bone. When the spell duration ends, the bone softens over a
period of just 1 minute back into its original silt; those standing on it likely disappear beneath
the surface.
The material component for this spell is a large amount of bone dust. The caster must
assemble at least 50 pounds of bone dust per day of preparation, or 2,250 pounds
altogether. Generally, a humanoid creature has 25 pounds of bones. Larger creatures
have 25 pounds per Hit Die. The caster need not gather or grind these bones himself, nor
does preparation time include this.

Undead’s Lineage
10th Level Divination

Range: Touch
Components: V, S, M (an eye, ear, nose, tongue, and finger, each taken from a separate
undead creature of the same type as the target)
Preparation Time: 120 days
Duration: Permanent
Casting Time: 1 action
Area of Effect: Undead creature touched
.
With this spell a caster can divine the history of a single undead creature, thereby gaining
tremendous power over that creature. During preparation, the caster must spend at least
eight hours per day studying necromancy and tomes about undeath. (The caster must
procure such materials before beginning preparation.) The caster must touch the undead to
cast the spell. Once cast, the undead must make a successful Wisdom saving throw with
disadvantage penalty, or the caster immediately knows all personal history of the creature.
This includes, but is not limited to: family history and occupation during life; method of death;
method of undeath; and history since attaining undeath.

In game terms, the caster’s intimate knowledge of these things gives him complete control
over the undead creature. The undead performs any task ordered. In role-playing terms, the
caster learns intimate personal details that may lead to some knowledge of old or even
ancient events (DM’s option). Extremely powerful undead (CR 15 or more), such as liches

 
 
 
Dark Sun: Player’s Handbook.: Chapter 5 -Beyond Level 20 48
and some vampires, get another chance to save each week or after each task, whichever is
sooner.

The spell lasts until one of the following things happens: the undead is permanently
destroyed; the caster is made to forget the things they have learned (even temporarily); a
caster of higher level casts this spell on the same undead creature (in which case they steal
control from the original caster); or the caster voluntarily ends the spell.

The drawback to this spell is that while the caster learns of the undead’s intimate past, the
undead learns much about the caster. If the caster dies with an undead still under this spell,
the caster immediately becomes a weaker undead under its control. (Mindless undead such
as skeletons and zombies exert no control; the caster becomes a mindless undead of their
type.) The caster can never be raised by magical or psionic means. Their only rest comes
with final destruction, which their new undead master will likely guard against for eternity.

 
 
 
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