NEW AND OPTIONAL RULES

Attributes generation

All characters (players and NPCs) roll 4d4+4 six times, then assign each value to an attribute.

Dispel Magic/Psionics

Since magic and psionics are considered the same for all dispelling and SR/PR purposes, a psion(or psychic warrior)/wizard (or druid, or cleric) multiclass may add the levels from both classes for dispelling and similar purposes.

Dying and Resurrection

Each character may die only for a number of times equal to their Constitution bonus +1 (e.g., someone with Con 14 may die up to 3 times). However, a Resurrection or Raise Dead spell must be cast before 1d6+Con modifier days, else the character soul becomes lost in the Gray.

Characters brought back from the dead suffer no loss of Constitution, level or XP.

Encounter Challenge Rating

Each part of the world, each dungeon and each oasis has its own ecology. Therefore, the players should never expect that they'll find an encounter of a suitable CR for them. Each encounter may be easier or harder than them. On extreme cases, they should retreat and return only when they think they're of a suitable level (nobody said Athas was fair!)

Magic/Psionic Items

Characters usually have less magic and psionic items than the norm for their level. They'll found items as they adventure, and nowhere may them buy magic or psionic items (at least not weapons and armor).

When creating a magic item, a PC may spend his own XP or (if agreed) the XP from the character who'll actually use the item. For items that will be used by all the characters, they may share the XP cost amongst themselves.

NPC Hirelings

The characters may increase a NPC level donating some of their own XP. Familiars and similar creatures may also be advanced by this XP expenditure.

Spells DC

To fix a distortion in higher levels, spellcasters (and psi manifesters) add half their level (round down) to the DC of their spells and/or powers.

Summon Monster

The Summon Monster spell has different tables according to the type of caster. For instance, a Cleric of Fire (with a list of creatures called from the Elemental Plane of Fire) has a different list from a Cleric of Water (who calls creatures from the Elemental Plane of water), and a completely different list than a Preserver (who calls creatures from the Material Plane)..

Wild Talents

Each PC character has a wild talent. This is selected rolling in the old DS2 rulebook, and a similar 3rd edition power is matched with that which came from the list.
NPCs may have wild talents the same way as PCs. However, they must succeed in a percentile roll less than or equal 10 times their level.

Rules for Silt Skimmers

The rules for silt skimmers are based on those that can be found on Arms and Equipment Guide (3e). I tried to keep the mechanics simple, so they could easily be used during the game.

Skimmers may move by three different methods:

Each power point spent by the pilot translates in an additional 1mph of wind speed, which lasts for a quantity of hours equal to a third of the character’s manifester level. At the end of that time, the pilot must be successful in a Concentration check with a DC of 11+the number of checks rolled so far. If the character is succesfull, he may spend all the desired power points and keep the journey. If he fails for the first time, he may spend power points, but the skimmer’s speed will be reduced by half. On a conscutive failure, he not just stops the skimmer but also can’t keep it afloat.

Particularly large skimmers may have more than one obsidian engine, each one with its dedicated pilot.