A Darksun Tale world illustration - Fantasy theme
Fantasy

A Darksun Tale

A
Anubisdarkfire

Dark Sun is a brutal desert world where resources are scarce, and survival is a constant battle.


Author's Note: Author's Note: Welcome to Athas, a world of scorching deserts, ruined cities, and dwindling life. Once lush and thriving, Athas has been ravaged by centuries of unchecked magic and exploitation. Now, the planet is a barren wasteland where survival is a constant challenge. The very land itself is dying, and even the elements are a danger. Key points to understand: Scarcity of Resources: Water, metal, and food are precious. Magic is often the only means of acquiring them, but overuse has drained the land. No Traditional Gods: Athas lacks traditional deities. Instead, powerful beings known as elemental powers or dragons rule over cities, keeping the populace oppressed. Defiling Magic: Magic here is dangerous. The act of casting spells, known as defiling, draws life force from the land itself, further damaging Athas and its creatures. Ecological Collapse: The once-thriving ecosystems are now mostly barren. Forests are rare, and even animals are few, with many existing only in vicious, mutated forms. Survival Is Hard: Water is scarce, and food is often found through scavenging or trade. The few remaining cities are brutal places controlled by tyrants and sorcerers. No Metals: Metal is rare and valuable. Weapons and armor are often crafted from bone, obsidian, or other non-metallic materials. Powerful Foes: You'll encounter monstrous creatures, including dangerous flora, terrible beasts, and the sorcerer-kings who rule with an iron fist. In Darksun, you’ll need to be resourceful, cunning, and ready for danger at every turn. Trust is hard to come by, and alliances are fragile. Life is tough, and death is often just a moment away. Prepare for a game of survival in a world where magic, scarcity, and treachery rule.
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Planar Rift
9

Planar Rift

You open a rift between planes, allowing chaotic creatures or objects from other dimensions to enter the material world. The rift can vary in size, summoning anything from a single creature to entire armies, causing unpredictable magical effects and disturbances until sealed.

Reality Wrack
9

Reality Wrack

You tear at the very fabric of reality, causing ripples in time and space that disorient and shatter the minds of those around you. Creatures within the area must contend with the warping of existence, and those who fail their saving throws take psychic damage and suffer confusion or insanity. In addition, reality itself may unravel in the spell's wake, creating lasting and unpredictable changes to the environment or even the laws of magic.

Astral Projection (Greater)
9

Astral Projection (Greater)

You project your consciousness into the Astral Plane, allowing you to travel across planes of existence. This greater version enables you to bring up to 10 creatures with you, bypassing the physical constraints of the material world. The projection lasts for hours or even days, allowing communication with beings from other planes and the potential to gain insight into the deepest secrets of the universe.

Time Stop (Greater)
9

Time Stop (Greater)

A more powerful version of Time Stop, this spell freezes time completely, allowing you to take actions without any consequences. While time is frozen, you may interact with objects, creatures, and the environment as if time had never passed. The duration of this greater version of Time Stop lasts much longer, enabling you to act over several rounds while time remains stopped for everyone else.

Energy Drain (Greater)
8

Energy Drain (Greater)

You siphon the life force from a creature, draining its vitality to replenish your own strength. The target takes necrotic damage, and you gain temporary hit points equal to the damage dealt. If the creature drops to 0 hit points, it dies and its soul is consumed.

Power Word: Stun
8

Power Word: Stun

You speak a word of power that affects a creature with 150 hit points or fewer. The target is immediately stunned, unable to take actions or reactions, and is incapacitated for the duration of the spell. The creature remains stunned for 1 minute or until it succeeds on a Constitution saving throw at the end of its turns.

Tsunami
8

Tsunami

You create a massive tidal wave that surges over a wide area, crashing down on creatures and structures. The wave floods the area, washing away everything in its path, dealing substantial bludgeoning damage to any creature caught in it.

Wish (Dark Sun Variant)
8

Wish (Dark Sun Variant)

This powerful spell allows you to make a nearly impossible wish, twisting reality to grant your deepest desires. The limits of the wish are only constrained by your imagination, though the spell’s effects are unpredictable, potentially altering the world in unforeseen ways. The caster risks backlash, including personal harm or unanticipated consequences.

Tremorquake
8

Tremorquake

You shake the ground violently, creating a massive tremor that disrupts everything in its path. Buildings collapse, structures are damaged, and creatures are thrown into chaos as the earth beneath them quakes and shifts, causing catastrophic terrain changes.

Time Stop (Dark Sun Variant)
8

Time Stop (Dark Sun Variant)

You temporarily halt the flow of time for everyone but yourself. During this brief pause, you can take several actions, move freely, and prepare for battle or alter the environment. The spell lasts for a mere moment, but the effects can be devastating when used strategically. However, creatures may still become aware of the manipulation of time once it ends.

Shapechange
7

Shapechange

You transform into a creature of your choice, changing your physical form to resemble any beast or humanoid creature, gaining its physical abilities and traits. The transformation lasts for up to 1 hour per level, providing strategic advantages in battle and exploration.

Energy Drain
7

Energy Drain

You drain the life force from a creature, weakening it and bolstering your own energy reserves. The target loses hit points and strength, which you gain as temporary hit points or a boost to your physical abilities.

Banishment (Dark Sun Variant)
7

Banishment (Dark Sun Variant)

You force a creature from another plane of existence to return to its home plane. Creatures caught within the spell’s area must succeed on a Charisma saving throw or be sent back to their origin, potentially to a distant or dangerous plane. The spell's power is amplified if cast from the Astral Plane, increasing the chance of success.

Tyranny of Dragons
7

Tyranny of Dragons

You call upon the power of ancient dragons, forcing an enemy to kneel to your will. The target must obey your commands, or it suffers psychic damage each round it refuses. This spell binds the target’s mind to you temporarily, and it can be broken only by a successful saving throw or if you lose concentration.

Meteor Swarm (Dark Sun Variant)
7

Meteor Swarm (Dark Sun Variant)

A barrage of flaming meteors rains down upon a target area, dealing devastating fire damage to creatures and structures within a 20-foot radius. Each meteor explodes upon impact, causing intense damage to all caught in the blast.

Astral Projection
7

Astral Projection

You project your consciousness out of your body, entering the Astral Plane where you can move freely, communicate, and observe the world from a distance. Your body remains in place and is vulnerable while you are astrally projected, and you cannot directly affect the material world unless you return to your body.

Soul Drain
7

Soul Drain

You sap the life force of a living creature, draining away its vitality and transferring a portion of it to you. This spell causes the target to suffer damage based on your spellcasting ability, and you regain an equivalent amount of hit points. If the target dies from the damage, you can regenerate even more.

Delude
7

Delude

You cause one creature to believe an illusionary reality, manipulating its thoughts and perceptions. The creature’s sense of time, space, and even its companions may be altered to your whim. This spell works on one creature and lasts for up to one hour. The creature may sense the illusion if it succeeds on a Wisdom saving throw.

Control Weather
8

Control Weather

You can change the weather in a large area, manipulating temperature, precipitation, and winds. The weather can become clearer, stormier, or even create unnatural phenomena, allowing for strategic advantages or survival enhancements.

Antimagic Field
8

Antimagic Field

You create a field of magic-damping energy that nullifies all magic within a 10-foot radius. The spell suppresses both spell effects and magic items, rendering them inert within the area.

Sunburst
8

Sunburst

You conjure a blinding flash of radiant light, which explodes outward, blinding creatures and dealing severe radiant damage. This spell is especially effective against creatures vulnerable to light.

Mind Blank
8

Mind Blank

You shield a creature’s mind from magical detection, psychic intrusion, and mental influence. The target is immune to all forms of divination, telepathy, and mind-influencing effects for the duration of the spell.

Incendiary Cloud
8

Incendiary Cloud

You conjure a swirling cloud of smoke and flames, filling a large area with a persistent cloud that deals fire damage each round it remains in place. The cloud spreads and can severely damage creatures caught within.

Earthquake
8

Earthquake

You create a massive tremor that shakes the earth, causing buildings to collapse, creating fissures, and causing creatures to lose their balance. The earthquake affects a large area, knocking creatures prone and potentially causing widespread devastation.

Mass Heal
7

Mass Heal

You heal a massive number of creatures, restoring a total of 700 hit points that can be divided among multiple targets within range. This spell can turn the tide of battle by saving numerous allies at once, making it a powerful tool for any healer.

Etherealness
7

Etherealness

You shift yourself and up to eight willing creatures into the Ethereal Plane, allowing you to pass through physical objects and move through walls and creatures as if they weren't there. This spell grants you the ability to explore the ethereal realm, avoiding all physical obstacles and enemies for the duration.

Prismatic Spray
7

Prismatic Spray

You unleash a dazzling, multi-colored beam that strikes multiple creatures in the area, with each color inflicting a different harmful effect such as blindness, fire, or fear. Each creature in the area must make a saving throw against a different effect based on the color of the beam that strikes them.

Reverse Gravity
7

Reverse Gravity

You reverse gravity in a 50-foot radius, causing creatures and objects to fall upwards. This disorients and can be deadly, as creatures may slam into hard surfaces or other obstacles in their path.

Delayed Blast Fireball
7

Delayed Blast Fireball

You create a fireball that holds in place, awaiting your command to detonate at a future time. The explosion grows stronger the longer you delay it, dealing massive damage.

Power Word Pain
7

Power Word Pain

You speak a word of power that causes a creature to suffer intense, agonizing pain. The target is incapacitated and suffers damage, making it unable to take actions or reactions.

Mordenkainen’s Sword
7

Mordenkainen’s Sword

You summon a sword of pure force that floats in the air, striking with deadly accuracy. Command the sword to attack your enemies, dealing significant force damage upon a successful hit.

Plane Shift
7

Plane Shift

You can transport yourself and up to eight willing creatures to another plane of existence. The journey is relatively safe as long as the correct plane is chosen, allowing for exploration or escape from danger.

Finger of Death
7

Finger of Death

A ray of deadly energy strikes a creature, draining its life force. If the target is reduced to 0 hit points, it rises as a zombie under your control.

Planar Ally
6

Planar Ally

You call a powerful creature from another plane of existence to assist you in exchange for a favor or service. The creature will aid you in a task but will return to its plane when the task is complete.

Heal
6

Heal

You restore a large amount of hit points to a creature, healing them of injuries and curing them of various conditions. This powerful spell can mend wounds and alleviate ailments, bringing the target back to full strength.

Eyebite
6

Eyebite

You use your gaze to curse a target, causing it to suffer one of several debilitating effects, including paralysis, sleep, or fright. The target must make a Constitution saving throw or be affected by one of the chosen effects for the duration of the spell.

Find the Path
6

Find the Path

You magically determine the most direct and safest path to a specific location, no matter how distant or difficult to access. This spell allows you to navigate through obstacles and hazards with ease, ensuring you arrive at your destination without unnecessary detours or dangers.

Mass Suggestion
6

Mass Suggestion

You influence up to twelve creatures within range, each receiving a suggestion that they must follow unless they succeed on a Wisdom saving throw. The suggestions can be simple commands or requests, and the affected creatures will act on them to the best of their ability.

Sunbeam
6

Sunbeam

A beam of radiant light blasts from your hand in a line, blinding creatures in its path and dealing radiant damage. The beam has additional effects on undead creatures, potentially causing them to take extra damage or suffer debilitating effects.

Otto's Irresistible Dance
6

Otto's Irresistible Dance

You compel a creature to dance uncontrollably, rendering it incapacitated and unable to take any actions other than dancing. While dancing, any attacks against the creature have advantage, making it an easy target for your allies.

True Seeing
6

True Seeing

You can see things as they actually are. For the duration, you can see through normal and magical darkness, detect hidden or invisible creatures, and see the true form of shapeshifters or illusions.

Disintegrate
6

Disintegrate

A beam of green energy blasts a creature or object, dealing powerful force damage. If the target is reduced to 0 hit points, it is disintegrated.

Chain Lightning
6

Chain Lightning

You create a bolt of lightning that arcs between up to three targets within range. Each target takes lightning damage, with the damage diminishing with each subsequent target.

Wall of Stone
5

Wall of Stone

You create a solid wall made of stone, which can be shaped and placed as you wish. The wall can block enemies and provide cover, and it is nearly indestructible, offering strategic advantages in combat.

Bigby's Hand (Forceful Hand)
5

Bigby's Hand (Forceful Hand)

You summon a magical hand made of force, which can push creatures, slap them, or protect you. This versatile spell can be used for both offense and defense, allowing you to manipulate the battlefield to your advantage.

Cloud of Daggers
5

Cloud of Daggers

A cloud of spinning daggers fills a 5-foot cube, causing continuous slashing damage to creatures within the area. Any creature that enters the area or starts its turn there must make a Dexterity saving throw or take slashing damage from the daggers.

Animate Objects
5

Animate Objects

You bring a group of non-magical objects to life, turning them into animated, mobile creatures that obey your commands for the duration. You can use these animated objects to attack your enemies, dealing bludgeoning damage based on their size.

Teleport
5

Teleport

You instantly transport yourself and up to eight willing creatures to a destination you are familiar with. The accuracy of the teleportation depends on your familiarity with the destination, allowing for precise or approximate arrivals based on your knowledge.

Dominate Person
5

Dominate Person

You take control of a humanoid creature, compelling it to obey your verbal commands. The creature can attempt to break free of your control each time it takes damage, making a Charisma saving throw to resist your influence.

Teleportation Circle
5

Teleportation Circle

You create a magical portal that teleports you and willing creatures to a destination you are familiar with, typically a teleportation circle at the destination. The circle is created on the ground within range, allowing for quick travel between locations.

Cone of Cold
5

Cone of Cold

A blast of cold air erupts in a cone from your hands, dealing freezing cold damage to all creatures in its path. The ice can freeze water and slow down enemies caught within it.

Cloudkill
5

Cloudkill

A cloud of poison gas spreads in a 20-foot-radius sphere, dealing poison damage to creatures within the cloud. The cloud can move, causing creatures within to repeatedly suffer from its toxic effects.

Wall of Force
5

Wall of Force

You create an invisible, impenetrable barrier of force that can be shaped into a hemisphere, cube, or a flat plane, blocking any physical or magical attacks from passing through. The barrier lasts for the duration and can be placed anywhere within range.

Phantasmal Killer
4

Phantasmal Killer

You create an illusion that terrifies a creature, causing it to take psychic damage over the duration as it is haunted by its worst fears. The target must confront its deepest fears, suffering psychic damage as the illusion takes hold.

Dimension Door
4

Dimension Door

You teleport yourself and up to one willing creature to a location you can visualize or describe, as long as it is within range. This spell allows for quick escapes or strategic repositioning in combat or exploration.

Confusion
4

Confusion

You cause creatures in a 10-foot radius to become disoriented, making them act erratically and randomly. Affected creatures must make an Intelligence saving throw or suffer from confusion for the duration of the spell.

Charm Monster
4

Charm Monster

You charm a creature that you can see within range, making it friendly toward you. If it succeeds on its Charisma saving throw, it is unaffected by the spell.

Stone Shape
4

Stone Shape

You shape stone, creating a hole or sculpting it into a specific form, such as doors, passageways, or statues. This spell allows you to manipulate stone structures within range, providing creative solutions to obstacles or enhancing your surroundings.

Ice Storm
4

Ice Storm

A hail of rock-hard ice pellets pounds the area, dealing bludgeoning damage and creating difficult terrain in the affected area. The storm lasts for the duration, making movement hazardous for those caught within it.

Blight
4

Blight

Necromantic energy washes over a creature, draining its vitality and sapping life energy. A plant creature is particularly vulnerable, taking additional damage.

Polymorph
4

Polymorph

You transform a creature into a different form, such as a beast or other creature, altering its abilities and traits for the spell’s duration. The target must make a Wisdom saving throw, on a failure it is transformed into a creature of your choice for the duration of the spell.

Invisibility Touch
4

Invisibility Touch

You touch a creature, rendering it invisible for the duration. The affected creature remains invisible even if it attacks or casts spells, allowing for strategic maneuvers without revealing its position.

Remove Curse
3

Remove Curse

You remove a curse from a creature or object, breaking any magical effects that have been placed on them by a curse. This spell can also end any lingering effects of a curse, restoring the target to its original state.

Vampiric Touch
3

Vampiric Touch

You touch a creature and siphon life force from them, healing yourself for a portion of the damage you deal. The dark energy courses through your hand, allowing you to drain vitality from your foes.

Bestow Curse
3

Bestow Curse

You place a debilitating curse on a creature within range, reducing its ability scores or imposing disadvantage on certain rolls of your choice. The target must succeed on a Wisdom saving throw or suffer the effects of the curse for the duration.

Stinking Cloud
3

Stinking Cloud

You create a cloud of nauseating gas that fills a 20-foot-radius sphere. Creatures caught within it must fight to resist its effects, or suffer from poisoning.

Gaseous Form
3

Gaseous Form

You transform a willing creature into a cloud of mist, allowing it to move through small openings and avoid physical harm. While in this form, the creature is immune to non-magical attacks and can pass through spaces as narrow as 1 inch wide without squeezing.

Dispel Magic
3

Dispel Magic

You negate magic effects, ending spells and magical effects on a creature, object, or area. The strength of the magic determines the ease of the dispel, allowing you to target multiple effects if they are weaker than your spellcasting ability.

Lightning Bolt
3

Lightning Bolt

A bolt of lightning arcs from your fingertips in a straight line, dealing heavy lightning damage to all creatures in its path.

Fly
3

Fly

You grant a willing creature the ability to fly, allowing it to hover and move freely through the air for the spell's duration. The target can move up to its speed in the air and can ascend or descend as desired.

Fireball
3

Fireball

A sphere of fire explodes at a point you choose, dealing massive fire damage in a 20-foot radius. The flames engulf all creatures in the area, leaving a scorched mark on the ground.

Counterspell
3

Counterspell

You interrupt the casting of another spell, negating its effect if the spell is of 3rd level or lower. For higher-level spells, you must make an ability check to stop them.

Levitate
2

Levitate

You cause a creature or object to rise vertically, floating up to 20 feet and remaining suspended until the spell ends. The target can attempt to break free by making a Constitution saving throw at the end of each of its turns.

Silence
2

Silence

You create a 20-foot radius zone of silence, negating all sound and preventing any verbal components of spells from being cast within the area. This zone lasts for the duration of the spell, effectively silencing any creature or object within it.

Flame Blade
2

Flame Blade

You summon a fiery blade of flame in your hand, which you can wield to make melee attacks that deal fire damage.

Misty Visions
2

Misty Visions

You create illusory visual images that can deceive the senses, allowing you to disguise creatures, objects, or create temporary false images within range. These illusions can be used to mislead enemies or create distractions, enhancing your tactical options in various situations.

Shatter
2

Shatter

A sudden, loud noise erupts in a 10-foot radius, causing nonmagical objects to crack and break and dealing thunder damage to creatures in the area.

Misty Step
2

Misty Step

You briefly surrounded by silvery mist, teleporting up to 30 feet to an unoccupied space that you can see.

Invisibility
2

Invisibility

You make a creature or object you touch invisible for the duration, preventing enemies from detecting it unless they have special abilities or senses. The target remains invisible until the spell ends or it attacks or casts a spell.

Hold Person
2

Hold Person

You paralyze a humanoid target within range, leaving them unable to act or move. The target may attempt to break free at the end of each of their turns by making a Wisdom saving throw.

Scorching Ray
2

Scorching Ray

You create one or more rays of fire and hurl them at your targets. Each ray deals fire damage, increasing in number as you gain higher levels.

Mirror Image
2

Mirror Image

You create illusory duplicates of yourself that confuse attackers, making it significantly harder for enemies to successfully hit you. Each duplicate mimics your movements, creating a visual distraction in combat.

Identify
3

Identify

This spell grants the caster the ability to learn the magical properties of a magical item, spell, or enchantment. It reveals the item's properties, functions, and any curses attached, as well as the history of enchanted objects.

Expeditious Retreat
1

Expeditious Retreat

You can move at incredible speed, doubling your movement for the duration of the spell. This allows you to navigate the battlefield with unmatched agility, evading attacks and reaching your destination swiftly.

Chromatic Orb
1

Chromatic Orb

You create a ball of energy made from a specific element (fire, cold, acid, lightning, poison, or thunder) and hurl it at a target, dealing damage based on the chosen element.

Thunderwave
1

Thunderwave

A wave of thunderous force erupts from you, knocking back enemies in a cube around you and dealing thunder damage.

Shield
1

Shield

A shimmering force field appears around you, granting a +2 bonus to AC and protecting you from magic missiles for the duration. This spell creates a barrier that deflects incoming attacks and enhances your defensive capabilities.

Magic Missile
1

Magic Missile

You create darts of magical force that automatically hit their target, dealing force damage. You can fire multiple missiles at higher levels, ensuring your enemies cannot evade your strikes.

Mage Armor
1

Mage Armor

You create a magical force around a willing creature, granting them a protective shield that improves their AC for the duration. This spell envelops the target in shimmering energy, enhancing their defenses against attacks.

Burning Hands
1

Burning Hands

A cone of fire erupts from your hands, scorching everything in its path. Creatures in the area must make a Dexterity saving throw to avoid taking damage.

True Strike
0

True Strike

You grant yourself a brief moment of clarity, allowing your next attack to be far more accurate. This spell enhances your focus, ensuring that your next strike hits its mark with precision.

Prestidigitation
0

Prestidigitation

You perform minor magical tricks, allowing you to clean an object, flavor food, or create small visual effects. This spell is versatile and can be used for a variety of minor tasks, enhancing your daily life or entertaining others.

Mending
0

Mending

You repair a small tear or break in a non-magical object, restoring its integrity. This spell can fix items like clothing, tools, or broken furniture, making them as good as new.

Mage Hand
0

Mage Hand

You create a spectral hand that can manipulate objects, open doors, or pick up small items within range. The hand can interact with objects as if it were a physical hand, allowing you to perform tasks from a distance.

Light
0

Light

You touch an object to imbue it with magical light, causing it to shine brightly and illuminate the area. The light can be colored as you choose and lasts for up to an hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Ghost Sound
0

Ghost Sound

You create a sound that can mimic anything from a whisper to the roar of a dragon, used for distraction or confusion. This spell can be used to mislead enemies or create diversions, allowing for strategic advantages in various situations.

Detect Magic
0

Detect Magic

You sense the presence of magic within 30 feet, allowing you to pinpoint the location of magical auras. This spell reveals the presence of magic but does not identify its source or nature.

Dancing Lights
0

Dancing Lights

You create up to four floating, glowing orbs of light that can hover and dance in the air, illuminating dark areas. The orbs can be moved up to 60 feet as a bonus action on your turn, providing light in a 20-foot radius and dim light for an additional 20 feet.

Chill Touch
0

Chill Touch

You create a ghostly skeletal hand that reaches out to touch a creature, dealing necrotic damage and possibly preventing healing.

Acid Splash
0

Acid Splash

You hurl a bubble of acid at a target, causing it to burn with destructive force.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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