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8ASE MAC AND PSP 8CNUSES

Ability Base MAC PSP


Score MAC Modifier Bonus
15 or less
16
17
18
19
20
21
22
23
24
25
10
9
8
7
6
5
4
3
2
1
0
- 2
- 3
- 3
- 3
- 4
- 4
- 4
0
- 1
- 1
- 2
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Note: Though nonpsi oni c creatures can have any MAC score, the
following general guidelines (based on Intelligence) can be used: Non,
MAC 5-6; Animal, 5-6; Semi, 6-8; Low, 8-9; Average, 8-10; Very, 8-9;
High, 7-8; Exceptional, 6-7; Genius, 5-6; Supra, 4-5; Godlike, 2-3.
MTHAC0 8CNUS FCR
PSICNIC ATTACKS VS.
PS I CNI C DEFENS ES
Mind thrust
Ego whip
Id insinuation
Psychic crush
Psionic blast
Mind Thought
blank shield
+5 +3
+3 +4
- 5 - 3
+1 - 4
- 3 +2
Mental
barrier
- 2
+2
-1
+4
- 5
Intellect Tower of
fortress iron will
- 3 - 5
- 4 - 3
+2 +5
-1 - 2
+4 +3
MTHAC0 MCDIFIERS
Intelligence
MTHAC0
Score
Modifier
15 or less 0
16-17
18-19
20-22
23+
+1
+2
- 3
+4
PSICNIC ACTICNS
PE R RCUND
1) Character can make as many psionic attacks as
his experience level allows, and . . .
2) he can use one psionic defense, and . . .
3) he can activate one psionic power against an
open mind, and . . .
4 ) h e c a n ma i n t a i n a s ma n y p r e v i o u s l y
successfully activated powers as he wishes
(provided he can afford to continue paying the
PSP costs).
Note: All psionic attacks require line of sight, as do
t he use of al l psi oni c power s ( wi t h a f ew
exceptions, such as those in the clairsentience
discipline). It a psionic attack succeeds and opens
a cl osed mi nd, a psi oni c power can be used
against the mind that same round.
ITEM SAVINC THRCVS
Crushing Magical Normal
Item Acid Blow Disintegrate Fall Fire Fire Cold Lightning Electricity
Bone or ivory 11 16
Cloth 12
Glass 5 20
Leather 10 3
Metal 13 7
Oils * 16
Paper, etc. 16 7
Potions * 15
Pottery 4 18
Rock/crystal 3 17
Rope 12 2
Wood, thick 8 10
Wood, thin 9 13
19 6 9 3 2 8
19 16 13 2 18
19 14 7 4 6 17
19 2 6 4 3 13
17 3 6 2 2 12
19 19 17 5 19
19 19 19 2 19
19 17 14 13 18
19 11 3 2 4 2
18 8 3 2 2 14
19 10 6 2 9
19 2 7 5 2 12
19 2 11 9 2 10
2
2
2
2
2
16
2
15
2
2
2
2
2
CCNSTITUTICN
Ability Hit Point System Resurrection Poison
Score Adjustment Shock Survival Save Regeneration
3 - 2 35% 40%
4 -1 40% 45%
5 -1 45% 50%
6 -1 50% 55%
7 0 55% 60%
8 0 60% 65%
9 0 65% 70%
10 0 70% 75%
11 0 75% 80%
12 0 80% 85%
13 0 85% 90%
14 0 88% 92%
15 +1 90% 94%
16 +2 95% 96%
17 +2 (+3) * 97% 97%
18 +2 (+4) * 99% 98%
19 +3 (+5) ** 99% 99%
20 +3 (+6) 99% 99%
21 +3 (+6) 99% 99%
22 +4 (+7) 99% 99%
23 +4 (+7) 99% 99%
24 +4 (+7) 100% 100%
25 +4 (+7) 100% 100%
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
+1
+1
+2
+2
+3
+3
+4
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
1/4 hours
1/3 hours
1/2 hours
1 /hour
1/3 turns
1/2 turns
Nil
* Parenthetical bonuses apply to warriors only.
** All 1s rolled for Hit Dice are automatically considered 2s.
All 1s and 2s rolled for Hit Dice are automatically considered 3s.
All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.
* This save does not include the container, only the liquid contents.
Even if the save is made, the item is probably hopelessly mixed with the acid.
2438XXX1401 DARK SUN is a registered trademark owned by TSR, Inc. 1995 TSR, Inc. All rights reserved
THAC0S AND MTHAC0S
Le v e l
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Priest THAC0
Psionicist THAC0
Rogue THAC0
Warrior THAC0
Wizard THAC0
20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8
20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8
1 2 3 4 5 6 7 8 9 10 11 12 13 1 4 15 16 17 18 19 2 0
Psionicist MTHAC0 20 19 18 1 7 1 6 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
1 2 3 4 5 6 7 8 9 10 11 12 1 3 1 4 15 16 17 18 19 20
Wild Talent MTHAC0 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 12 13 12 11 11
SAVINC THRCVS
Attack to Be Saved Against
Paralyzation, Poison, Rod, Staff, Petrification Breath
or Death Magic or Wand or Polymorph * Weapon Spells
10
9
7
6 9
5
4
2
13
12
11
10 9 7
9
8 5 5 7
13 14
12 12
11 10
10 8
14
13
11
10
9
8
6
15
13
11
13
12
10
8
7
5
12
10
8
16
15
13
12
11
10
8
16
15
13
12
11
9
16
15
14
13
9 7 12 7
6 11
20
17
16
13
11 12
9
7 9 8 8
5 5
4 6 5 4 7
3 4 3 6
15
9 13
7 11
9
7
15
14
12
11
10
9
7
15
14
12
11
9
15
13
11
9
7 6
12
11
10
9
8
4
17
15
14
12
5
19
17
16
14
13
11
10
8
12
10
8
6
4
13
11
9
7
9
7 6
18
16
15
13
12
10
8
16
14
13
11
10
8
14
13
11
10
8
5
11
5
3 5
Character Group
and Experience Level
Priests 1-3
4- 6
7- 9
10-12
13-15
16-18
19+
Psionicists 1-4
5- 8
9-12
13-16
17-20
21+
Rogues 1-4
5- 8
9-12
13-16
17-20
21+
Warriors 0
1-2
3- 4
5- 6
7-8
9-10
11-12
13-14
15-16
17+
Wizards 1-5
6-10
11-15
16-20
21+
INITIATIVE MCDIFIERS
Specific Situation
Modifier
Hasted -2
Slowed +2
On higher ground -1
Set to receive a charge -2
Wading or slippery footing +2
Wading in deep water +4
Foreign environment +6
Hindered (tangled, climbing, held) +3
Waiting +1
CCM8AT MCDIFIERS
Attack Roll
Situation Modifier
Attacker on higher ground
Defender invisible
Defender off-balance
Defender sleeping or held
Defender stunned or prone
Defender surprised
Missile fire, long range
Missile fire, medium range
Rear attack
+2
Automatic
+4
+1
-5
-2
+2
+1
- 4
* Excluding polymorph wand attacks.
Excluding those that cause petrification or polymorph.
Excluding those for which another saving throw type is specified.
Note: A roll of 1, 2, or 3regardless of modifiersis an automatic fail.
CCVER AND CCNCEALMENT
MCDIFIERS TC AC
Target Cover Concealment
25% hidden -2 -1
50% hidden - 4 -2
75% hidden - 7 -3
90% hidden -10 - 4
ELF RUN
Roll Equal to Days Before Penalties Begin
Failure/No preparation
Con score to Con -3
Con -4 to Con -7
Con -8 to Con -10
Con -11 to Con -13
Con -14 to Con -16
Con -17 or lower
1
2
3
4
5
6
7
MUL EXERTICN
Exertion Time Before Requiring Rest
Heavy labor 24+Con (hours)
(stone construction, quarry work, running)
Medium labor 36+Con (hours)
(light construction, mining, jogging)
Light labor 48+Con (hours)
(combat training, walking encumbered)
Normal activity Con (days)
(walking, conversation)
MASS ELF RUN LEADER 8CNUS
Leader Type Constitution Bonus
Tribal chief
Clan head
Highest Charisma
+3
+2
+1
VEAPCN MATERIALS
Material Cost Weight Damage * Hit Probability
Metal 100% 100%

Bone 30% 50% -1 -1


Stone, obsidian 50% 75% -1 - 2
Wood 10% 50% - 2 - 3
The damage modifier subtracts from the damage normally done by that
weapon, to a minimum of one point.
Not applicable to missile weapons.
CATHERINC SPELL ENERCY
THRCUCH DEFILINC MACIC Money
Intelligence Check
100 cp (ceramic pieces) =
Terrain Type * Failure (More than Int) Int to Int-7 Int-8
10 sp = 2 ep = 1 gp = 1/5 pp
Lush -1 spell/level Usual spells/level +3 spelIs/level
Failure (More than Int-2) Int-2 to Int-7 I nt - 8
All nonmetal items cost 1% of the price
Abundant -1 spell/level Usual spelIs/level +2 spelIs/level listed in the Players Handbook
Failure (More than Int-3) Int-3 to Int-7 I n t - 8 All metal items cost the price listed in the
Fertile -1 spell/level Usual spells/level +2 spelIs/level Players Handbook.
Failure (More than Int-5) Int-5 to Int-8 I n t - 9
Prices listed in any DARK SUN product are
Infertile -2 spells/level Usual spells/level +1 spell/level used as is.
Failure (More than Int-7) Int-7 to Int-9 I nt - 10
Barren -2 spells/level Usual spells/level +1 spell/level
* Lush terrain includes forests, large gardens, and parks. Abundant terrain includes verdant belts, grasslands,
and mud flats. Fertile terrain includes oases and scrub plains. Infertile terrain includes stony barrens, rocky
badlands, and bare mountains. Barren terrain includes boulder fields, sandy wastes, and salt flats.
TURNINC UNDEAD
Type or Hit Dice Level of Priest
of Undead 1 2 3 4 5 6 7 8 9 10-11 12- 13 14+
Skeleton or 1 HD 10 7 4 T T D D D * D * D * D * D *
Zombie 13 10 7 4 T T D D D * D * D * D *
Ghoul or 2 HD 16 13 10 7 4 T T D D * D * D * D *
Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D * D *
Wight or 5 HD 20 19 16 13 10 7 4 T T D D D *
Ghast 20 19 16 13 10 7 4 T T D D
Wraith or 6 HD 20 19 16 13 10 7 4 T T D
Mummy or 7 HD 20 19 16 13 10 7 4 T T
Spectre or 8 HD 20 19 16 13 10 7 4 T
Vampire or 9 HD 20 19 16 13 10 7 4
Ghost or 10 HD 20 19 16 13 10 7
Lich or 11+ HD 20 19 16 13 10
Special 20 19 16 13
* An additional 2d4 creatures of this type are turned.
Special undead include the most powerful, free-willed undead of Athas.
ATHASIAN VEAPCNS
Damage *

L
L
L
9
1
4 M
1 S
5 M
1 S
15 L
4 M 3
1
9
10
9
4
12
12
5
10
Cos t Weight Si ze Type Speed S - M L
9
3
12
6
M
S
M
M
S
L
S
L
L
M
M
S
B
P/S
P/B
S
S
B
B
P
S/P
P/S
P/B
P
P/S/B
P
P/S
P/S
B
P/S
P/S/B
P/B
P/S
S S
5
3
5
5
4
10
4
8
3
8
9
5
8
8
2
7
2
5
2
12
2
1d6
1d4+1
1d6
1d6+1
1d6+2
1d4
1d6
1d6
1d6
1d8
2d4
1d8
1d10
1d3
1d4+1
1d4
1d6
1d6
1d6
1d6
1d4
1d6+1
1d6
1d3
1d6
1d8
1d4+1
1d3
1d4
1d6+1
1d6
1d10
1d10
1d8
1d12
1d2
1d4+1
1d3
1d4
1d6+1
1d6-1
1d12 or 1d4
1d4
1d4+1
9 cp
10 cp
12 cp
8 cp
1 cp
24 cp
12 cp
15 cp
2 sp
6 cp
6 cp
4 cp
15 cp
6 cp
6 cp
1 cp
5 sp
9 cp
4 cp
6 cp
5 cp
1 sp
Al hul ak
Bard's friend
Cahulaks
Carri kal
Chatkcha
Crusher
Datchi club
Dragon's paw
Forearm axe
Gouge
Gythka
Impaler
Lotulis
Master's whip
Puchik
Quabone
Singing sticks
Tortoise blade
Trikal
Weighted pike
Widows knife
Wrist razor
* Damage is shown as a base rate. Modifiers must be employed based on the materials used.
Costs are for items made from stone or obsidian. Change to reflect the use of other materials.
Weights are for items made from stone or obsidian. Change to reflect the use of other materials.
Terrain Type
Silt Sea
Boulder fields
Salt flats
Sandy wastes
Mountains
Rocky badlands
Stony barrens
Scrub plains
Verdant belts
Forests
DEFILER MACICAL DESTRUCTICN
Spell Level
1
12
10
10
10
5
5
2
16
14
14
14
7
7
3
20
17
17
17
9
9
5
7 9
3 4
2
2
4
22
20
20
20
10
10
10
5
3
2
5
24
22
22
22
11
11
11
5
3
2
6
26
24
24
24
12
12
12
5
3
2
7
28
26
26
26
13
13
13
5
4
2
8
30
28
28
28
14
14
14
6
4
9
32
30
30
30
15
15
15
6
4
3
4
2 2
1 1 3
Note: The number shown is the radius, in yards, around the defiler where all vegetation is turned to ash. If a defiler memorizes more than one spell from the same
location, the radius of destroyed vegetation expands. Start with the highest level spell memorized. Add one yard for every other spell memorized. (Spells equal to
the highest level spell are treated as additional spells.)
STRENCTH
Ability Hi t Damage Weight Maxi mum Open Bend Bars/
Score Probability Adjustment Al l owa nc e P r e s s Doors Lift Gates
3
5
7
24 +3 +8 515 700 16 (8) 50%
25 +4 +9 635 810 17 (10) 60%
- 3
- 2
-1
Normal
Normal
Normal
Normal
Normal
+1
+1
+2
+2
+2
+3
+3
3
4- 5
6- 7
8- 9
10-11
12-13
14-15
16
17
18
19
20
21
22
23
-1
-1
None
None
None
None
None
+1
+1
+2
+3
+4
+5
+6
+7
5
10
20
35
40
45
55
70
85
110
135
170
255
360
445
10
25
55
90
115
140
170
195
220
255
280
315
375
475
600
2
4
6
8
9
10
11
12
13
14
15 (3)
16 (6)
0%
0%
0%
1%
2%
4%
7%
10%
13%
16%
20%
25%
30%
35%
40%

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