From technology-related spells to new clerical domains and more, this page presents magic options suitable for the Ptolus Campaign. Magic is an important part of Ptolus, and the magic found there is often new and strange. This chapter discusses the new domains for clerics, and presents spells useful to all the castersof the city. It also contains a listing of all the new magic items commonly found in the city.

Jump to:  Spell Lists      Spells      Magic Items

 

Clerical Domains

The priests of Ptolus have access to five clerical domains not normally available to clerics in the game: Civilization, the Future, Light, Sleep, and Technology. These domains are important to such major deities in the Empire as Asche, God of Cities; Gaen, Goddess of Light; Teun, Mother of All Machines; and the Watcher of the Skies. In this section, an asterisk (*) indicates a spell detailed later in this chapter.

Civilization
Deities:
Asche, God of Cities; Mocharum, God of Dwarves; Ollom, God of the Keg; Teun, Mother of All Machines.
Granted Power:
You enjoy a +2 circumstance bonus on Diplomacy checks made while in a settlement of at least one hundred people.
Domain Spells
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Glibness: You gain a +30 bonus on Bluff checks, and your lies can escape magical discernment.
4 Discern Lies: Reveals deliberate falsehoods.
5 Commune with the City*: You know the general status of a city’s population and can find and communicate with anyone in it.
6 Guards and Wards: Array of magic effects protect an area.
7 Mass Suggestion: As suggestion, plus one subject per level.
8 City Transport*: You can teleport anywhere in a city every other round.
9 Lord of the City*: You know the general status of a city’s population, are aware of major issues and threats, and can find and communicate with anyone in it.

 

The Future
Deities:
Aldinach, the Goddess of the Moons; Niveral, God of Secrets; Watcher of the Skies.
Granted Power: Once per day you experience a momentary glimpse of your future, allowing you to add half your cleric level (minimum +1) to a Reflex saving throw of your choosing, or to your Armor Class against a single attack. The decision to use this power must come before resolving the relevant save or attack roll. This is a divinatory effect.

Domain Spells
1 True Strike: Confers a +20 bonus on your next attack roll.
2 Augury: Shows whether an action will be good or bad.
3 Will of the Gods*: Foretells the gods’ opinion on a matter.
4 Divination: Provides useful advice for specific proposed actions.
5 Peer into the Future*: You look at a random moment in your possible future.
6 Aid from the Future*: Your future self aids you in the present through hit point and spell transfer.
7 Futuresight*: You look at a random moment in a creature’s possible future.
8 Moment of Prescience: You gain an insight bonus on single attack roll, check, or save.
9 Foresight: “Sixth sense” warns of impending danger.

Light
Deities:
Ardaen, Dead God of Light; Gaen, Goddess of Light
Granted Power: With a touch, you can infuse a creature with light. This is a spell-like ability that you may use once per day. After your successful melee touch attack (using the rules for touch spells), there is a burst of light. Creatures with a any light vulnerability or aversion are affected as if by the kind of light to which they are vulnerable, regardless of light conditions.  The effect lasts for one minute per your cleric level, even if the creature moves away into the darkness. If the creature normally would be destroyed in light (like a vampire), roll 1d6 per your cleric level. Should the total at least equal the creature’s current hit points, it is destroyed.

Domain Spells
1 Illuminated Weapon*: Weapon imposes a –2 penalty to attacks, saves, and checks upon undead struck.
2 Heartglow*: All evil creatures within 10 feet suffer a –1 penalty on all attack rolls, saving throws, and checks.
3 Searing Light: Ray deals 1d8 points of damage per two levels, and more against undead.
4 Shield of Light*: Grants +2 armor bonus and a +1 enhancement bonus to Armor Class per three caster levels, undead cannot attack.
5 Blazing Light*: Ray inflicts 1d8 points of damage per caster level, and more against undead.
6 Waves of Light*: Holy energy inflicts 1d6 points of damage per two levels and other effects.
7 Sunbeam: Beam blinds and deals 4d6 points of damage.
8 Sunfire Tomb*: Imprisons target in the sun.
9 Wellspring of Soul’s Light*: Inflicts 10d6 points of damage on all evil creatures and summons one 10th-level paladin per four caster levels.

Sleep
Deities:
Aldinach, Goddess of the Moon; Phoeboul, God of Dreams.
Granted Power: You can see the current dream of any creature you touch.

Domain Spells
1 Sleep: Puts 4 HD of creatures into magical slumber.
2 Deep Slumber: Puts 10 HD of creatures to sleep.
3 Ray of Exhaustion: Makes subject exhausted.
4 Dream: Sends message to anyone sleeping.
5 Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
6 Nightmare: Sends vision dealing 1d10 points of damage, fatigue.
7 Vision: As legend lore, but quicker and strenuous.
8 Temporal Stasis: Puts subject into suspended animation.
9 Weird: As phantasmal killer, but affects all within thirty feet.

Technology

Deities: Baalhazor, Demon God of Technology; the Iron God; Teun, Mother of All Machines; and Tevra, the Clockwork Goddess.
Granted Power: You gain a +2 competence bonus on Knowledge or Craft checks that apply to technological devices. You also gain automatic proficiency with firearms.

Domain Spells
1 Identify Device*: Reveals a nonmagical device’s most basic function.
2 Lock and Load*: Caster loads a firearm with a move action.
3 Repair Device*: One broken or disabled device is restored.
4 Conjure Device*: Summons a device for 1 round per level.
5 Explosive Shot*: Firearm inflicts damage in a ten-foot spread.
6 Heartseeking Shot*: Firearm ignores armor and inflicts criticals.
7 Create Device*: Creates a permanent device.
8 Conveyance*: Creates a technological flying vehicle.
9 Cannons of Heaven*: Summons cannons that bombard an area for 10d6 points of damage for 1 round/level.


Spell Lists

Obviously, there are hundreds of spellcasters in Ptolus. Here is a list some of the spells in common use among them, described in this chapter.

Bard Spells
0           Detect Chaositech: Sense the presence of chaositech devices.
1           Assess Creature: Determine the Hit Dice of one creature.
             Identify Device: Reveals nonmagical item’s most basic function.
4           Conjure Device: Summons a device for 1 round per level.
6           City Transport: You can teleport anywhere in a city every other round.
             Commune With the City: You know the general status of a city’s population and can find and communicate with anyone in it.

Cleric Spells
0          Assess Creature: Determine the Hit Dice of one creature.
            Detect Chaositech: Sense the presence of chaositech devices.
1           Identify Device: Reveals nonmagical device’s most basic function.
2           Siphon: Refuel chaositech device from chaos storage cube safely.
3           Create Firestone: Conjures a stone that burns hotly for one day.
            Deadly Carrier: Caster becomes immune to a disease he carries but twice as contagious.
            Will of the Gods: Foretells the gods’ opinion on a matter.
5          Peer into the Future: You look at a random moment in your possible future.
            Shield of Light: Grants +2 armor bonus and a +1 enhancement bonus to Armor Class per three caster levels; undead cannot attack.
6           Blazing Light: Ray inflicts 1d8 points of damage per caster level, and undead suffer more.
7           Futuresight: You look at a random moment in a creature’s possible future.
            Waves of Light: Holy energy inflicts 1d6 points of damage per two levels and other effects.
9           Wellspring of Soul’s Light: Inflicts 10d6 points of damage on all evil creatures and summons one 10th-level paladin per four caster levels.
            Sunfire Tomb: Imprisons target in the sun.

Druid Spells
0           Assess Creature: Determine the Hit Dice of one creature.
9           Sunfire Tomb: Imprisons target in the sun.

Paladin Spells
1           Assess Creature: Determine the Hit Dice of one creature.
             Illuminated Weapon: Weapon imposes –2 penalty on attacks, saves, and checks upon undead struck.
2           Heartglow: All evil creatures within ten feet suffer a –1 penalty on all attack rolls, saving throws, and checks. 

Ranger Spells
1           Assess Creature: Determine the Hit Dice of one creature.

Sorcerer/Wizard Spells
0          Div       Assess Creature: Determine the Hit Dice of one creature.
            Div       Detect Chaositech: Sense the presence of chaositech devices.
            Div       Sense Spell: If specified spell is in effect within the spell’s area, you become aware of it.
1          Div       Identify Device: Reveals nonmagical item’s most basic function.
            Evoc    Blast of Cold: Cold blast inflicts 1d6 points of damage per two levels.

2          Trans   Lock and Load: Caster loads a firearm with a move action.
            Trans   Siphon: Refuel chaositech device from chaos storage cube safely.
3          Abjur   Jevicca’s Just Reversal: Reflects enchantment back at caster.
            Conj    Create Firestone: Conjures a stone that burns hotly for one day.
            Trans   Repair Device: One broken or disabled device is restored.
4          Conj    Conjure Device: Summons a device for 1 round per level.
5          Conj    Divinatory Expungement: Previous activities cannot be detected with divination magic.
            Necro  Animate Necrosis: Animates a wound that attacks wounded creature.
            Trans  Explosive Shot: Firearm inflicts damage in a ten-foot spread.

6          Trans  Heartseeking Shot: Firearm ignores armor and inflicts criticals.
7          Conj   Create Device: Creates a permanent device.
            Trans  Jevicca’s Fourfold Ostracism: Sends up to four targets to another plane temporarily.
            Trans  Month of Vallis: Grants access to the secret thirteenth month.

8          Trans  Conveyance: Creates a technological flying vehicle.

Spell Descriptions.

Aid from the Future
Transmutation
Level: Future 6
Components: V,  S
Casting Time: Standard action
Range: Personal
Target: You
Duration: Instantaneous
You call on your future self to aid you in the present. Drawing on the life energy of the “you” living twenty-four hours in the future, you restore yourself to full hit points and regain 1d4+1 levels of cast spells of your choosing (you must have prepared the spells for that day). Exactly twenty-four hours after the casting of this spell, you suffer 4d6 points of nonlethal damage and are stunned for 1d6+4 rounds.

If you cast aid from the future but die without being raised before the twenty-four hours elapses, or if in twenty-four hours you are within the area of an antimagic field, or if something else prevents this spell from logically functioning after it has been cast, the temporal flux caused by the paradox inflicts 4d6 points of real damage upon you and all the allies who were within thirty feet of you when you cast the spell regardless of their current location or condition—even in an antimagic field. The affected creatures also are stunned for 10 rounds. There is no saving throw.

You can cast this spell only once in a given twenty-four-hour period.

Animate Necrosis
Necromancy
Level: Sor/Wiz 5
Components: V,  S, M
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One wounded living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (later Will  partial, see text)
Spell Resistance: Yes
You animate the dead tissue in the wound of a wounded living creature. This spell can affect any creature currently below its maximum hit points due to injury. Bits of animated flesh form a sickly tendril that reaches up and out of a single wound, attacking the living portion of the creature. The creature must make a Will saving throw immediately or the sight of this horror stuns it for 1d3 rounds.

Whether the creature is stunned or not, the undead tendril of flesh makes attacks with a +15 bonus (Strength 20). It makes a grapple attack as a creature of the subject’s size (even though it is actually smaller). If it achieves a hold, it immediately begins constricting and strangling the creature, inflicting 2d6 points of damage per round.

The necrotic tendril has 2 hit points per Hit Die of the original creature, and AC 15. A single casting of this spell affects only one wound.

Material Component: A bit of string coated in animal fat.

Assess Creature
Divination
Level: Brd 1, Clr 0, Drd 0, Rng 1, Pal 1, Sor/Wiz 0
Components: S
Casting Time: One standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With a wave of your hand, you determine the Hit Dice of one creature. This spell is foiled by any type of magical disguise, polymorph or shapechange.

Blast of Cold
Evocation [Cold]
Level: Sor/Wiz 1
Components: V,  S
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A blue-white bolt of screaming cold energy emanates from your fingertip and strikes a single target, inflicting 1d6 points of damage per two caster levels (maximum 5d6).

Blazing Light
Evocation
Level: Clr 6, Light 5
Components: V, S,DF
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Focusing holy power like a ray of sunlight, you project a beam of light from your hand. Creatures struck by this ray of light suffer 1d8 points of damage per caster level (maximum 15d8). Undead creatures take an additional +2d8 points of damage, and undead creatures particularly vulnerable to sunlight, such as vampires, receive an additional +5d8 points of damage (not cumulative with the additional damage to undead). Constructs and inanimate objects take only 1d6 points of damage per caster level (maximum 15d6).

Cannons of Heaven
Conjuration (Summoning)
Level: Technology 9
Components: V,  S, DF
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Area: 30-foot spread
Duration: 1 round/two levels
Saving Throw: Reflex half
Spell Resistance: No
At your command, a cloud appears in the sky, bristling with cannons. It hovers no more than one hundred feet in the air and bombards any area within range; changing areas is a free action. The cloud inflicts 10d6 points of damage per round. The cannons and the cloud cannot be attacked, but they can be dispelled.

City Transport
Transmutation
Level: Brd 6, Civilization 8
Components: V,  S
Casting Time: Full round
Range: Personal
Target: You
Duration: One minute/level
You can cast city transport only within a settlement that is home to at least one hundred people. The area must be considered a city, town, village, hamlet, or similar community (you cannot, for example, define one hundred farmers living across hundreds of acres as a settlement). For the duration of this spell, you can teleport anywhere within the confines of that community without chance of error (with the same limitations as the greater teleport spell). You can do this once every other round, up to a maximum number of times equal to half your caster level.

Commune with the City
Divination
Level: Brd 6, Civilization 5
Components: V,  S, M
Casting Time: Ten minutes
Range: Personal
Target: You
Duration: 1 round/level
You can cast commune with the city only within a settlement that is home to at least one hundred people. The area must be considered a city, town, village, hamlet, or similar community (you cannot, for example, define one hundred farmers living across hundreds of acres as a settlement). After casting the spell, you can ask one yes or no question per caster level and receive an answer, as described in the spell commune. The main difference is that this spell provides only answers known to someone within the settlement, and the question must pertain to the community in some way. So, if you cast the spell and ask, “Is the box of shadows within the Tower of Kadmiel?” you will get an  answer only if someone in the community where you cast the spell knows the answer. The locals upon whose knowledge you rely remain unaware of any spell effects: You are drawing upon the gestalt knowledge of all the residents, not that of any single individual—even if only one person knows the answer.

Material Component: A map of the city in question.

Conjure Device
Conjuration (Summoning)
Level: Brd 4, Sor/Wiz 4, Technology 4
Components: V,  S, M
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: A single technological device worth up to 200 gp/level
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You summon into being a mechanical device with which you are familiar. It appears within the range, as you decide. The device is in perfect working order and fully fueled or loaded, as the case might be.

Material Component: A jewel worth at least as half as much as the device.

Conveyance
Transmutation
Level: Sor/Wiz 8, Technology 8
Components: V,  S, DF, M
Casting Time: Full round
Range: Touch
Effect: Flat platform up to 20 feet to a side
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
You touch a piece of metal or metal device weighing at least 100 lbs. and transform it into a technological flying platform up to twenty feet square. You understand the controls and can “drive” the device using a standard action each round (unless the platform is only hovering). You can teach another character to control the craft with only ten minutes’ instruction. The platform moves at a speed of up to fifty miles per hour with perfect maneuverability. It has A hardness of 10 and 250 hit points.

Material Component: 100 lbs. of metal.

Create Device
Conjuration (Creation)
Level: Sor/Wiz 7, Technology 7
Components: V,  S, M
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: A single technological device worth  up to 200 gp/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You call into being a mechanical device with which you are familiar. It appears where you want in range. It’s in  perfect working order and fully fueled or loaded.

Material Component: A jewel worth at least as much as the device.

Create Firestone
Conjuration (Creation)
Level: Clr 3, Sor/Wiz 3
Components: V,  S, M
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: A single firestone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You conjure a mineral called firestone, which burns with great efficiency. This small stone weighs 1 lb. and can burn hotly for twenty-four hours. It is used to power some of the equipment described in Chapter 29: Technology.

Material Component: 10 gp worth of coal.

Deadly Carrier
Transmutation
Level: Clr 3
Components: V,  S, DF
Casting Time: Standard action
Range: Personal
Target: You
Duration: Instantaneous
You render yourself immune to the effects of a single disease you currently carry within your body. At the same time, the disease becomes twice as contagious as normal. If the disease does not already have mechanics for contagion, assume that anyone spending at least ten minutes within twenty feet of you must make a Fortitude saving throw (DC depends on the disease) or become infected.

Detect Chaositech
Divination
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V,  S
Casting Time: Standard action
Range: 60 feet
Area: A quarter-circle, radius 60 feet, emanating from you
Duration: Concentration, up to one  minute/level (D)
Saving Throw: None
Spell Resistance: No
You detect chaositech devices. The amount of information this spell reveals depends on how long you study a particular area or subject:

1st Round: Presence or absence of chaositech devices.
2nd Round: Number of different chaositech auras and the strength of the strongest aura.
3rd Round: The strength of each aura, indicating the power of the device.

Note: From each round to another, a caster can turn to detect things in a new area. Detect spells can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead, or a yard of wood or dirt blocks them.

Divinatory Expungement
Conjuration (Creation)
Level: Sor/Wiz5
Components: V,  S
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: One 10-foot cube per level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You designate a specific area and a time in the immediate past (within one minute per level) during which activities are resistant to detection by divination effects. Only divination spells of 7th level or higher can determine events taking place in the warded area during the time you designated. For example, if a mage were to break into a tower then cast this spell after leaving, he would hinder the effectiveness of divination spells seeking to reveal the break-in, the party responsible, or exactly what occurred.

Casters using the divination spell would be unable to gain information about his activities. Since this spell affects only the past, however, his actions might still have been scried while they were ongoing.

Explosive Shot
Transmutation
Level: Sor/Wiz 5, Technology 5
Components: V,  S
Casting Time: Standard action
Range: Touch
Target: One firearm
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No
You temporarily transmute a firearm to fire explosive shots; each round it fires inflicts the weapon’s listed damage within a ten-foot spread. Those in the area can attempt a Reflex save for half damage as if resisting a spell you cast. Explosive shot cannot be used on a weapon already affected by heartseeking shot (see below).

Futuresight
Divination
Level: Clr 7, Future 7
Components: V,  S, DF, M
Casting Time: One hour
Range: Touch
Target: One creature that is not you
Duration: One minute
Saving Throw: Will negates
Spell Resistance: Yes
Similar to the effect of peer into the future (see page 644), this spell shows you what another creature will be doing at some time still to come. The time can be any point in the creature’s future life span, but the exact moment that you view is up to the DM. Unlike peer into the future, you can specify a general topic on which your futuresight will take place. For example, you could say “a great battle,” or “a moment of great triumph,” and the DM will describe for you a point in the subject’s future involving the selected topic, if there is one. However, topics such as “the moment of Feldrik’s death,” or “when we find the Black Grail,” are too specific.

Material Component: A piece of crystal worth at least 10 gp

Heartglow
Transmutation [Good]
Level: Light 2, Pal 2
Components: V,  S
Casting Time: Standard action
Range: Personal
Target: You
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You focus the holy power within yourself into your heart, causing it to glow like a brilliant light, which can be seen through your chest, and even your clothing and armor. While your heart glows, all evil creatures within ten feet of you suffer a morale penalty of –1 on attack rolls, saving throws, and checks as they are discomfited in the presence of the shining light of your goodness.

Heartseeking Shot
Transmutation
Level: Sor/Wiz 6, Technology 6
Components: V,  S
Casting Time: Standard action
Range: Touch
Target: One firearm
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No
You temporarily transmute a firearm so that it ignores armor, shield, and natural armor bonuses due to its piercing quality. The weapon also automatically inflicts critical hits each time it hits. Heartseeking shot cannot be used on a weapon already affected by explosive shot (see previous page).

Identify Device
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1, Technology 1
Components: V,  S, M
Casting Time: One hour
Range: Touch
Targets: Up to one object/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines the single most basic function of each nonmagical  target item, including technology and chaositech. This includes how to activate that function (if appropriate) and how many uses remain (if any). For example, a demon gun would register as a “weapon,” while a spyglass would register as a “device for seeing faraway things.” Should a device have different functions that are equally basic, identify device determines the lowest-level function. If these functions are also of equal level, decide randomly which is identified.

Material Component: A small metal spring.

Illuminated Weapon
Evocation [Good]
Level: Light 1, Pal 1
Components: V,  S
Casting Time: Standard action
Range: Touch
Target: One weapon
Duration: One minute/level (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You make a weapon particularly useful against undead opponents by infusing it with magical daylight. The weapon disrupts the undead flesh of corporeal foes, inflicting upon them a –2 divine penalty on attacks, saves, and checks for 1 round per level when it strikes them. (Multiple strikes do not inflict stacking penalties.) Incorporeal undead that are hit are also disrupted, forcing them to take only a move action or a standard action on their next turn (but not both).

Jevicca’s Fourfold Ostracism
Transmutation
Level: Sor/Wiz 7
Components: V,  S, F
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Targets: One to four creatures or objects
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You send one to four creatures or objects into the Ethereal Sea for a very short time. At the end of the duration, the subjects return to the exact location from which they left, unless that spot is no longer safe (it has been filled with stone, a fire has been set there, and so on); in that case, they appear in the nearest safe spot.

During their time in the Ethereal, the creatures can take whatever actions are available to them—if they have the power on their own, they can even return to the Material Plane. They cannot, however, move outside the range of the spell, nor can they see into the real world. Unless the creatures ostracized to the Ethereal take actions against each other, however, assume they stay safe on that plane for the duration. The point of the spell is simply to get rid of them for a short while, so that actions can take place in their absence.

Unattended objects gain no saving throw unless they are magical. The object must be smaller than a ten-foot cube to be affected. Creatures, however, can be of any size.

Due to the “fourfold” nature of thisspell, if the caster chooses to affect fewer than four targets, she can force one or more of them to make multiple saving throws. If any of the saves fail, the spell affects the subject. For example, if the caster affects three targets, one (caster’s choice) must make two saving throws while the others each make one, as normal. If the spell targets two subjects, both must make two saves, or one must make three and the other just one. If this spell is cast upon one target, that creature or object must make four saving throws and succeed at all of them or suffer the spell’s effect. A creature with spell resistance calls for a check against the spell resistance for each save required of it.

This spell has no effect if cast on the Ethereal Plane.

Focus: A bit of copper wire bent four times into a square

Jevicca’s Just Reversal
Abjuration
Level: Sor/Wiz 3
Components: V,  S
Casting Time: One minute
Range: Personal
Target: You
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
When a foe casts an enchantment (charm) upon you while you’re under the effects of Jevicca’s just reversal, make a saving throw as normal for the charm. If you succeed, the foe must immediately make a saving throw as if you had cast the charm upon him (with the same Difficulty Class you faced). Should the foe fail the save, the charm takes effect as if you had cast it upon him.

Lock and Load
Transmutation
Level: Sor/Wiz 2, Technology 2
Components: V,  S
Casting Time: Standard action
Range: Touch
Effect: One firearm
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
For the duration, all firearms you touch are loaded and ready to fire. This spell conjures the ammunition and the powder needed. Touching a firearm is a move action.  This spell proves particularly useful with cannons.

Lord of the City
Divination
Level: Civilization 9
Components: V,  S, M
Casting Time: One hour
Range: Personal
Target: You
Duration: Ten minutes/level
You can cast lord of the city only within a settlement that is home to at least one hundred people. The area must be considered a city, town, village, hamlet, or similar community (you cannot, for example, define one hundred farmers living across hundreds of acres as a settlement). For the duration, you know the general status of the people in the city: content, rebellious, afraid, dying etc. You become aware of large-scale calamities or strong emotions—anything that affects at least 10 percent of the population or physically endangers 1 percent of the population. For example, in a city of ten thousand people, if one hundred fifty people had the plague, you would become aware of it (with no further details). If the city were under attack, you would become aware of it. If a major festival were occurring with a thousand people attending, you would know whether they were enjoying themselves. You would not learn of minor occurrences (two people attacked during a robbery, three people dying in an accident, five people dying of natural causes, and so on).

Further, with 1 round of concentration, you can learn the location and status of a single individual you name, if that creature is within the settlement. You must have touched that creature or have something belonging to it in your possession at the time of the attempt. The ability to locate individuals is as powerful and accurate as with discern location.

Lastly, once per level while the spell remains in effect, you can send a message to anyone in the settlement found using this spell and get a reply as if you had cast sending.

Material Component: An accurate map of the settlement etched into an eighteen-inchsquare bronze plate worth 1,000 gp.

 
Peer Into the Future
Divination
Level: Clr 5, Future 5
Components: V,  S, DF, M
Casting Time: One hour
Range: Personal
Target: You
Duration: One minute/level
Casting this spell shows you what you will be doing at some point in the future. The future time viewed is no sooner than one week from the time of casting and no later than one week plus two days per caster level from the time of casting. So a 12th-level caster could see a period of time anywhere between seven days and thirty-one days in the future. The exact point in time is up to the DM.

For the duration of the spell, you see through your own eyes in that future time, although you have no control over your future self’s actions. The events you see are based on the possibilities available before you cast peer into the future; the knowledge you gain in this spell may change what the future brings.

The spell has enough power to ensure that the future period viewed is one of some importance to you. You will not, for example, view a period while you are asleep, eating a simple meal, or the like. You will view a battle, an important conversation or confrontation, or similar moment. The DM, however, remains in full control of the particulars.

Material Component: 1,000 gp worth of incense, herbs, and holy water.

Repair Device
Transmutation
Level: Sor/Wiz 3, Technology 3
Components: V,  S
Casting Time: Standard action
Range: Touch
Target: One broken or disabled device
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You automatically repair one broken device, restoring it to full working condition (assuming that at least 80 percent of the original device is still on hand). The device may still need fuel or ammunition. Repair device does not work on chaositech devices.

Sense Spell
Divination
Level: Clr 0, Sor/Wiz 0
Components: V,  S
Casting Time: Standard action
Range: 10 feet
Area: Cone
Duration: Concentration
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You specify a particular non-Instantaneous spell at the time of casting. The spell must be on your spell list, and you must be of a level high enough to cast it. If the specified spell is in effect within the area, you become aware of it. You gain no other information—you don’t know the caster, caster level, remaining duration, or even the number of such spells in the area.

Creatures with spells such as disguise self cast upon them willingly gain a saving throw. Spells like nondetection or misdirection foil sense spell and thus cannot serve as the specified spell.

Shield of Light
Abjuration
Level: Clr 5, Light 4
Components: V,  S, DF
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: No and yes
Spell Resistance: No and yes
You create a glowing shield of brilliant daylight that you wield as you would a normal heavy shield. The shield  provides illumination in a thirty-foot radius. If the shield comes into an area of magical darkness, it temporarily negates the darkness, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Creatures that would be adversely affected by a daylight spell are likewise affected when within five feet of you and the shield of light.

The shield offers a +2 armor bonus and a +1 enhancement bonus to Armor Class for every three caster levels (maximum +5 enhancement bonus, for a total Armor Class bonus of +7). Whether affected by daylight or not, all undead that attempt a melee attack against you must first make a Will saving throw or cower for the duration of the spell. Even undead that make a successful saving throw suffer a –4 circumstance penalty on attack rolls when attacking you in melee.

Undead attacking at range need not make saving throws but do suffer the –4 penalty. This penalty is cumulative with any modifiers based on the daylight effect.

You cannot both have this spell active and use a normal shield.

Siphon
Transmutation [Chaotic]
Level: Clr 2, Sor/Wis 2
Components: V,  S
Casting Time: Standard action
Range: Touch
Target: One chaos storage cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You transfer raw chaos within a chaos storage cube into a chaositech device, refueling and restoring it. You safely touch both the cube and the device when you cast the spell. After the casting, the device is fully charged. The cube has a 10 percent chance of being empty, at which point it collapses into a corrosive puddle (like a pool of acid). The collapse of a cube creates a 25 percent chance of summoning a chaos beast to the spot of collapse. The beast is predisposed to be neither hostile nor friendly.

Sunfire Tomb
Transmutation [Good]
Level: Clr 9, Drd 9, Light 8
Components: V,  S, DF
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You transfer a target, body and soul, into the sun, where she remains (with all of her equipment), held entombed in stasis forever. For the subject, time ceases to flow and she grows no older. Her bodily functions virtually cease, and no force or effect can harm her.

She is, however, painfully aware of the heat and light around her—those sensations are all she experiences while entombed in the sun. The subject remains there unless someone casts a freedom spell at the locale where sunfire tomb was originally cast, whereupon the subject reappears in that locale. Magical search by scrying, a locate creature spell, or similar divination does not reveal the fact that a creature is entombed, but discern location does. A wish or miracle spell does not free the recipient but does reveal where she is entombed. The sunfire tomb spell functions only if you know the target’s name and some facts about her life.

This spell is often used against creatures such as dark elves, vampires, or other beings that hate the light of day, as a fitting punishment for their misdeeds. 

Waves of Light
Evocation [Good]
Level: Clr 7, Light 6
Components: V,  S, DF
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: Burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half and partial
Spell Resistance: Yes
Waves of holy energy emanate from you. The energy affects only creatures of evil alignment, inflicting 1d6 points of damage per two levels (maximum 10d6) and carries other effects based on their level or Hit Dice (see table, below).

Level/HD     Secondary Effect
3 or less       Knocks creatures unconscious for 1d6 minutes
4–8               Stuns creatures for 1d6+1  rounds
9–12             Stuns creatures for 1d4  rounds

13+               Stuns creatures for 1 round

A successful saving throw negates the secondary effects. However, those who succeed at their saving throw do suffer a –1 morale penalty on attack rolls, saving throws, and checks for 1 round per caster level.

Wellspring of Soul’s Light
Conjuration (Summoning) [Good]
Level: Clr 9, Light 9
Components: V,  S, DF
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 20-foot radius spread
Duration: Instantaneous and one hour/level
Saving Throw: Reflex half and none
Spell Resistance: No
You call upon the honored dead who have fallen in the service of good to come forth and aid the cause of good once  again. This spell conjures an area of holy light that inflicts 10d6 points of damage on all evil creatures (or those particularly sensitive to light) within it. Further, in the middle of the area, one 10th-level paladin for every four caster levels appears to serve you, as long as you command them to commit only good acts. Each one has typical gear and a warhorse. These spiritual paladins have corporeal form. They can be dispelled or banished. Treat them as typical 10th-level paladins (with stats as described in the DMG), except that they are outsiders. When they are slain or the duration ends, their gear disappears with them.

Will of the Gods
Divination
Level: Clr 3 Future 3
Components: V,  S, DF
Casting Time: One hour
Range: Personal
Target: You
Duration: Instantaneous
You ask one question regarding a choice or action that you or a specifically named other creature might take in the next week and learn whether your god would like to see it done. The answer is always yes or no (or no answer), so you must phrase your question appropriately.

For example, you could ask, “Is it your will that I launch an attack on House Vladaam?” or, “Would it honor you if Warall the fighter broke the Tablets of Understanding?” or, “Shall I build your new temple on the east side of the  Street of a Million Gods?” Vague questions such as “Should I try harder to find the lost scroll?” or “Do you like it when we occasionally spare your enemies?” receive no answer.

There is only a small chance that your god cares whether or not the action takes place. If the deity has no opinion, this spell offers no guidance. The percentage chance of gaining an answer is equal to the Hit Dice of the creature taking the potential action + one or more of these modifiers:

Modifier

The Action . . .

5%

directly affects a cleric of the god of level 1–5

10%

directly affects a cleric of the god of level 6–12

15%

directly affects a cleric of the god of level 13+

15%

significantly affects a temple of the god

10%

significantly affects a temple of  an enemy god

10%

directly affects a cleric of an  enemy god of level 10+

10%

directly affects more than one  hundred intelligent creatures important to the god

10%

directly affects a magic item, artifact, or other object important to the god

DMs should recall that will of the gods differs from commune in that it asks questions of opinion, not of fact. A deity may not be all-knowing and may encourage an action that does not work out for the best. A deity might be biased and want to see an action undertaken that helps itself but not the mortal undertaking the action.

Magic Items
Characters want magic items, and they are among the fortunate few to have the disposable income to pay others to make them to order. But in Ptolus, there is a monopoly on people crafting items to order. Other than potions and scrolls, the only source for new magic items is the Dreaming Apothecary. All others who try to go into the business mysteriously find their shops, homes, workshops or any other location they use to create items burnt to the ground or otherwise  destroyed. Not even temples are immune to this, though if an items is crafted by a temple for a specific purpose or for a priest of significance, there seems to be a gray area that the Apothecary gives them leeway. If you wish to commission an item, go to Danbury's and speak with their agent their. He will take down your information, including where you live and what you wish made, then hand you a small wooden coin. Place it under your pillow while you sleep, and you will have a meeting in the realm of dreams with the Dreaming Apothecary. (You must not have any spells or items that prevent mental detection and communication, or this will not work.) Once terms are agreed to, they will ask where the money is for the item, and magically taking the exact agreed upon amount, and promise delivery in the agreed timeframe. One the day in question, the item will appear beside where you were sleeping. Thus far no one has been able to track the Apothecary or catch him in delivering the items, and rumor says the Inverted Pyramid has lost several members trying to track him down. (They say him, but freely admit they have no idea of race, gender, age... nor any other details about the crafting mage.)

Of course, you can always craft your own items - just make sure you do not sell them. A few of the unique items in Ptolus are listed below.

 

(Details to be added soon!)