Athasian cleric and Templar domains 3.5e

I gave ChatGTP-4 some examples of domains and asked if to produce domains suitable for the Dark Sun setting.

MYSTIC OASIS DOMAIN
Granted Powers: You can use Locate Water (modified Locate Object) as a spell-like ability once per day, allowing you to find a source of water within 400 ft. + 40 ft./level.

  1. Endure Elements: Exist comfortably in hot or cold environments.
  2. Fog Cloud: Fog obscures vision.
  3. Quench: Extinguishes non-magical fires or one magic item.
  4. Wall of Water (modified Wall of Fire): Creates a wall of water that provides cover and extinguishes fires.
  5. Mirage Arcana: As hallucinatory terrain, plus structures.
  6. Transmute Water to Dust (modified Transmute Rock to Mud): Transforms water to dust, potentially causing dehydration.
  7. Control Weather: Changes weather in the local area.
  8. Summon Nature’s Ally VIII: Calls a powerful water creature to serve you.
  9. Oasis Creation (modified Genesis): Creates a small, lush oasis.

Oasis Creation (modified Genesis)

School: Conjuration (Creation)
Level: Druid 9, Mystic Oasis 9
Components: V, S, DF, XP
Casting Time: 1 week (8 hours/day)
Range: Touch
Effect: A small, lush oasis up to 10 ft./level in radius (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows the caster to create a small, lush oasis within the harsh landscape of Athas. The oasis created provides a hospitable environment where vegetation can grow and support life. The oasis features a natural spring, providing fresh water and supporting plant life in the surrounding area.

The created oasis is permanent and cannot be dispelled. However, it can be destroyed through natural or magical means, such as draining the spring, defiling the oasis, or causing an earthquake.

The spring in the oasis can sustain 2 humanoids per caster level in terms of fresh water. For example, if a 17th-level caster casts the spell, the spring can provide enough fresh water for 34 humanoids. The oasis’s plant life can support 1 humanoid per caster level for food resources. Additional humanoids may be able to use the oasis, but the water and food supply will be strained, potentially causing shortages, competition for resources, and even draining the spring if the usage is not properly managed.

You must be present during the entire casting process, which takes one week (8 hours per day). You cannot interrupt the casting process without ruining the spell. The oasis forms at the end of the casting time.

Focus Component: A flask of water from a natural spring and a handful of fertile soil.

XP Cost: 1,500 XP.

Wall of Water (modified Wall of Fire)

School: Evocation [Water]
Level: Mystic Oasis 4, Druid 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of water up to 20 ft. long/level or a ring of water with a radius of up to 5 ft./two levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell creates a wall of water that provides cover and extinguishes fires. The wall is opaque and blocks line of sight, providing total concealment. Creatures attempting to pass through the wall take 2d4 points of nonlethal damage and become soaked, extinguishing any non-magical fires on them. The wall cannot be used to push creatures or objects, and it does not deal damage to structures. However, it can be used to extinguish fires in an area.

Transmute Water to Dust (modified Transmute Rock to Mud)

School: Transmutation [Earth]
Level: Mystic Oasis 5, Druid 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell transforms water in the affected area into dust, potentially causing dehydration in living creatures and leaving behind dry, barren ground. Creatures caught in the area when the spell is cast must make a Fortitude save or suffer from dehydration, taking 1d6 points of nonlethal damage and becoming fatigued. The spell does not affect creatures with the water subtype.

More to come.

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SAND DOMAIN

Granted Powers: You can use Prestidigitation as a spell-like ability at will, but only to manipulate sand or dust.
Sand Domain Spells
Spell Name Brief Description

  1. Sandblast (modified Magic Missile): Fires small sand projectiles, dealing 1d4+1 damage per missile.

  2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

  3. Sandstorm (modified Sleet Storm): Hail of sand limits visibility, deals damage, and hampers movement.

  4. Hallucinatory Terrain: Makes one type of terrain appear like another.

  5. Transmute Rock to Mud: Transforms rock to mud or mud to rock.

  6. Move Earth: Digs trenches and builds hills.

  7. Sunburst: Blinds all within 10 ft., deals 6d6 damage.

  8. Earthquake: Intense tremor shakes a large area, dealing damage and potentially causing additional effects.

  9. Summon Sand Elemental (modified Summon Monster IX): Summons a powerful sand elemental to serve you.My apologies for the confusion. Here is the revised version of the Sandblast spell, dealing lethal damage instead, and the clarified sand glide ability for the Summon Sand Elemental spell:

Sandblast (modified Magic Missile)

Evocation
Level: Sor/Wiz 1, Sandstorm 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A small, high-speed sand projectile shoots forth from your fingertip and strikes its target, dealing 1d4+1 points of piercing and slashing damage.

The projectile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional projectile—two at 3rd level, three at 5th, four at 7th, and the maximum of five projectiles at 9th level or higher. If you shoot multiple projectiles, you can have them strike a single creature or several creatures. A single projectile can strike only one creature. You must designate targets before you check for spell resistance or roll damage

Summon Sand Elemental (modified Summon Monster IX)

Conjuration (Summoning) [Earth]
Level: Sor/Wiz 9, Sandstorm 9
Components: V, S, F/DF
Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned sand elemental
Duration: 1 round/level (D)
Saving Throw: None Spell Resistance: No

This spell summons a powerful sand elemental to serve you. The summoned sand elemental obeys your commands to the best of its ability and acts on your turn in the initiative order.

A summoned sand elemental is treated as an earth elemental with the following changes: its slam attacks deal additional 1d6 points of slashing damage from the sand it’s composed of, and it gains the sand glide ability, allowing it to move through sand as if it were a liquid. It does not gain the earth glide ability of an earth elemental.

Sand Glide (Ex): A sand elemental can move through sand as if it were a liquid. This ability allows it to move through any sand, even if it is compacted, at its full base speed without any penalties or restrictions. A sand elemental cannot use this ability to move through solid rock or other materials.

The type of sand elemental you can summon depends on your caster level:

  • Caster level 17th or lower: Huge sand elemental
  • Caster level 18th to 19th: Greater sand elemental
  • Caster level 20th or higher: Elder sand elemental

Focus Component: A handful of sand.

Sandstorm (modified Sleet Storm)

Conjuration (Creation)
Level: Druid 3, Sor/Wiz 3, Sandstorm 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates a swirling sandstorm in a selected area, severely reducing visibility and making movement difficult. The area of the sandstorm becomes heavily obscured, granting creatures within it total concealment (50% miss chance). Creatures outside the sandstorm cannot see into it and have total concealment from those inside the storm.

All land movement within the area of the sandstorm is reduced by 50%, and creatures within the sandstorm must make a DC 10 Balance check to move. Failure means the creature can’t move that round, while failure by 5 or more means the creature falls prone.

Ranged attacks that pass through the sandstorm suffer a -4 penalty on attack rolls. Spells that require line of sight cannot be cast through the sandstorm. Wind effects, such as Gust of Wind, can disperse the sandstorm, ending the spell early.

Material Component: A pinch of sand.

DUNE DOMAIN
Granted Powers: Gain a +4 bonus on Survival checks in desert environments.

Dune Domain Spells:

  1. Endure Elements: Exist comfortably in hot or cold environments.

  2. Sandstorm Gust (modified Gust of Wind): Blow away or knock down smaller creatures.

  3. Searing Light: Ray deals 1d8/two levels damage, more against undead.

  4. Desert Thirst (modified Contagion): Target becomes dehydrated and fatigued.

  5. Sand Barrier (modified Wall of Stone): Creates a wall of compacted sand.

  6. Dust Cloud (modified Cloudkill): Cloud deals damage and blinds creatures.

  7. Sandstorm (modified Ice Storm): Swirling sandstorm deals damage and obscures vision.

  8. Sunburst: Blinds all within 10 ft., deals damage to undead and oozes.

  9. Imprisonment: Entombs subject beneath the sands.

Sandstorm Gust (modified Gust of Wind)

Evocation [Air]
Level: Druid 2, Sor/Wiz 2, Sandstorm 2
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: No

Sandstorm Gust creates a powerful gust of wind filled with small sand particles. The wind and sand have several effects, depending on the size of the creatures in the area.

Tiny or smaller creatures on the ground are knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet, if they fail a Fortitude save. If flying, they are blown back 2d6 x 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, if they fail a Fortitude save.

Small creatures on the ground are knocked prone and take 1d4 points of nonlethal damage if they fail a Fortitude save. If flying, they are blown back 1d6 x 10 feet and take 1d6 points of nonlethal damage if they fail a Fortitude save.

Medium creatures have their movement speed halved while within the area of the spell and take 1d4 points of nonlethal damage if they fail a Fortitude save.

Large or larger creatures may move normally within the area of Sandstorm Gust but take 1d4 points of nonlethal damage if they fail a Fortitude save.

Any creature, regardless of size, that fails a Fortitude save is blinded by the sand for 1d4 rounds.

Material Component: A pinch of sand.

Desert Thirst (modified Contagion)

Necromancy
Level: Clr 3, Sor/Wiz 4, Thirst 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Desert Thirst causes the target to suffer from extreme dehydration, as if they have gone without water for days. The target becomes fatigued and takes 1d6 points of nonlethal damage per level of the caster (maximum 10d6). A successful Fortitude save negates the fatigue and reduces the nonlethal damage by half.

Sand Barrier (modified Wall of Stone)

Conjuration (Creation) [Earth]
Level: Sor/Wiz 5, Sandstorm 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of compacted sand whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create a wall of compacted sand that can be used for cover or to block an area. The wall is 1 inch thick per 4 caster levels and composed of up to one 5-foot square per level. Each 5-foot square of the wall has hardness 5 and 10 hit points per inch of thickness. A section of the wall whose hit points drop to 0 is breached, creating a 5-foot-wide hole. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

The wall can be any shape you desire, though it must be anchored to an existing surface.