Summon Flying Steed
(Conjuration/Summoning)(Elemental (Air))

Range:  1 mile
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  5 rounds
Area of Effect:  Special
Saving Throw:  None

The air priest uses this spell to summon a flying creature to serve him as a mount. The creature must be intelligent (but not above average) and should be in the area when the casting takes place (the DM decides on the chance).
The creature will then be bound to serve the priest as best as it can. It will carry other persons, if it is able to do so (a roc, for example, can carry many). The caster has a limited telepathic link with the creature and can order it with simple mental commands. He must, however, ride it all the time; the creature will not move away from him. The spell does not in any way enhance the abilities of the mount or its intelligence.
At the end of the duration of the spell, the creature will land for the rider to dismount. If there is no place to land, the creature will fly to the nearest land and leave its rider there. If the priest refuses to dismount, the creature will attack him.
Casting this spell with the intention of killing the animal is an evil act. The material component of the spell is a gold piece and herbs that must be burned at the time of the casting. This spell was designed for the Dark Sun campaign world. Any monetary units are for the Dark Sun, increase where appropriate.

Summon Land Power (Alteration)

Sphere:  Cosmos
Range:  0
Components:  V, S
Duration:  2 hours per level
Casting Time:  1 hour
Area of Effect:  The caster
Saving Throw:  None

By means of this spell a druid can improve his Strength, Constitution, Dexterity or Charisma to 22.
The druid must have a great need to cast the spell, always related to his role as protector of the natural environment. He must meditate for one hour and communicate with his patron land spirit, explaining in detail the reasons he wants the extraordinary ability. Defeat of a powerful defiler (tenth level or more experienced) is an adequate reason.
At the end of the hour the druid gains the augmented ability if the spirit of the land agrees on the importance of the task. The spirit of the land may grant additional points if the situation is serious enough, at the DM's discretion (the spirit, being a sort of deity, can grant any number of points in any ability or abilities but this is very rare).
The effects of this spell cannot be dispelled. Further, the augmented ability cannot be modified, either positive or negative, by any normal means such as draining attacks, use of magical items, etc., since it is the result of divine intervention. This spell was designed for the Dark Sun campaign world.

