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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.

Dream Domain

Bonus Spells
1st         sleep, bless

3rd         spirit guardians, sending
5th         scrying, dream
7th         plane shift, mirage arcana
9th         weird, astral projection

Bonus Proficiency
At 1st level, dream clerics gain proficiency in Insight and Perception.

Channel Divinity – Sandman
Starting at 2nd level, you are able to use the sleep spell on one person per four levels.

Channel Divinity - Lucid Dreaming
At 6th level, you can use a ritual (half an hour to prepare and cast) and enter a sleep-like state, where you can then direct your dreams to get some clues about the future. You gain a bonus point pool of +1 plus ¼ your cleric level that you can add to any skill check or saving throw for you or anyone you can see.

Divine Strike
Your connection to the dream world can become a weapon, allowing you to inflict flashes of nightmares in targets of your attacks. At 8th level, once per turn, you can add 1d8 psychic damage to a melee attack. At 14th level, the damage increases to 2d8.

Dream Walker
At 17th level, you are so attuned to the dream world, you can use it to travel great distances, through the dreams of someone you have met. Once they are asleep, you can will yourself to physically enter the dream world, and travel as if by the teleport spell. You can use this ability a number of times equal to your Wisdom modifier before needing a long rest, and may spend these extra uses to bring one person per use, as long as they are asleep when you travel. Each person who goes with you must make a Wisdom save, or they gain one level of exhaustion.

Technology Domain

Bonus Spells
1st          Armored Heart, Identify Device
3rd         Knock, Lock and Load
5th         Create Firestone, Repair Device
7th         Conjure Device, Fabricate
9th         Explosive Shot, Mechanical Union

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with firearms. You also add your proficiency bonus to any technology-related checks.

Double Tap
Also at 1st level, your god grants steady hands and a sharp eye to you in the heat of battle. When you use the Attack action with a firearm, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Holy Shot
Starting at 2nd level, you can use your Channel Divinity to improve the aim of your shots. When you roll weapon damage from a firearm or bow, you can use your Channel Divinity as a bonus action to deal maximum damage, instead of rolling. (This only applies to the weapon damage dice.)

Shock Resistance
Starting at 6th level, when you or a creature within 30 feet of you takes lightning damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to do 1d8 extra lightning damage. When you reach 14th level, the extra damage increases to 2d8.

Living Construct
Starting at 17th level, you gain some of a construct’s defensive capabilities as your form becomes more machinelike. You gain resistance to lightning, poison, and psychic damage, and immunities to the charmed, exhaustion, and frightened conditions.

The Future Domain

Bonus Spells
1st         alarm, call to mind
3rd         clairvoyance, haste
5th         legend lore, dream
7th         sequester, vision
9th         time stop, foresight

Bonus Proficiency
At 1st level, you gain proficiency in Perception and Insight, and add double your proficiency bonus to any rolls of these skills to predict actions (including Surprise checks).

“I see the blade coming…”
At 1st level, you are harder to surprise. You gain advantage on checks for surprise.

Channel Divinity: Prescient Action
At 2nd level, you begin to see brief glimpses of the future. Each morning, you may roll two d20’s and record the one you want. Anytime throughout the day, you may use that roll in place of another d20 you made.

Contingency of the Gods
At 6th level, you gain access to a limited version of the contingency spell. You can cast one spell of 1/3 your cleric level or lower (to a maximum of 5th level), and state the conditions under which the spell will activate. The spell must target yourself, must be of instantaneous duration, and cannot be an attack spell. The spell is tied to your holy symbol – if that is removed for your person for more than a minute (within arms’ reach is fine), the held spell is lost until after a long rest. You do not regain the spell slot until the held spell is discharged or dismissed, followed by a long rest.

Divine Strike: Befuddled Mind
At 8th level, you may inflict an added amount of psychic damage to your weapon attacks, inflicting an added 1d6 points to the total damage. In addition, the struck creature must make a Wisdom save or they may only take one action on their next turn, as they sort out the flashed images you push into their minds. Anyone immune to being incapacitated is likewise immune to this effect.

Domain Feature: "We Are All Connected..."
At 17th level, you are able to let others see the future, though only in fragments. Select 1+Wis modifier in targets, all within 30 feet of you, and all with at least Int 6. Each of them sees pieces of their immediate future, giving them the ability to succeed at a difficult task. Each character gains advantage on the next two saves, attack rolls or skill checks.

 The cleric can also target themselves with his ability, but no character can gain the benefit of this more than once before a long rest.

New Spellss

Note that the following spells are mostly granted by the new clerical domains, and are not options for other casters without specific permission from me.

Agitate Crowd
7th-level enchantment

Casting Time: 10 minutes
Range: Self
Components: V, S
Duration: 8 hours

This spell enables you to sway a large group of people toward accomplishing a specific goal. You must speak emphatically on the subject for 10 minutes, playing on the crowd’s emotions and reason, to inflame their fervor for or against a cause or person. You must be clear about the specific goal you want to achieve. For example, shouting that “The Academy of Wizards is evil and corrupt!” might make people dislike the academy, but it won’t spur them to action because it doesn’t tell them what to do. Adding “Follow me, and we’ll burn it to the ground!” will send a crowd of torch-bearing arsonists to the academy tower.

The spell affects all sentient creatures that are able to hear and understand you within 60 feet.

When you finish casting the spell, all potential targets of the spell who fail a Wisdom saving throw are compelled to follow your instructions for the duration of the spell, as long as those orders are in keeping with the goal stated in the speech and you personally lead them. If these conditions aren’t met, the spell ends and the crowd becomes hostile toward you. The spell also ends when the goal has been achieved.

Arcane Censure
9th-level abjuration

Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Range: 60 ft.
Components: V, S, M (a diamond worth 1,000 gp)

You point at a creature and disrupt the ether around it. For the duration of arcane censure, the creature can’t cast spells or use innate spellcasting. As an action, it can make an ability check using its spellcasting ability against your spell saving throw DC. A successful save ends the arcane censure’s effect.

Assess Creature
Divination cantrip 
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You are able to determine the HD of one creature in range. They may make a Will saving throw to resist your learning the information.

Chance’s Grace
2nd-level transmutation (Luck domain)
Casting Time: 1 action
Range: Self 
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute

You call upon the power of luck to protect you from ill fortune. While affected by this spell, you never have to roll an extra die due to disadvantage.

At Higher Levels: When you cast this spell using a slot of 4th level or higher, the maximum duration increases. If you use a 4th level slot, it lasts concentration, up to 10 minutes; if you use a 6th level slot, it lasts concentration, up to 1 hour; and if you use an 8th level slot, it lasts concentration, up to 4 hours.

Commune with the City
6th-level divination
Casting Time: Ten minutes
Range: Personal
Target: You
Duration: 1 round/level
Components: V,  S, M

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 mage Er’Kaedis in the North Market?” 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

Conjure Device
4th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a jewel worth at least as half as much as the device)
Duration: 10 minutes

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.

Create Device
7th-level conjuration
Casting Time: 1 action
Components: V, S, M (a jewel worth at least as much as the device)
Range: 30 feet
Duration: Instantaneous

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.

Create Firestone
3rd-level conjuration
Casting Time: 1 action
Components: V, S, M (at least 10 gp worth of coal)
Range: 30 feet
Duration: Instantaneous

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 special equipment that can be found in Ptolus.

Detect Chaositech
Divination cantrip
Casting Time: 1 action
Components: V, S
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of Chaositech within 30 feet of you. If you sense Chaositech in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears Chaositech, and you can gauge the general strength of each aura.

Explosive Shot
5th-level transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Duration: Concentration, up to 1 minute

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 Dexterity save for half damage as if resisting a spell you cast.

Extraordinary Luck
5th-level transmutation (Luck domain) 
Casting Time: 1 action
Range: 60 feet 
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute

When luck is on someone’s side, that person virtually cannot fail. Choose one creature within range. While this spell lasts, when that creature has advantage, it may roll three dice instead of two and select the best one.

At Higher Levels: When you cast this spell using a 7th or higher level slot, its duration increases. With a 7th level slot, the duration is concentration, up to 10 minutes; with a 9th level slot, the duration is concentration, up to 1 hour.

Fabricate
5th-level transmutation
Casting Time: See text
Range: 30 ft.
Components: V, S, M
Duration: Instantaneous

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet, with the other material piling up as dust and small chips on the floor below/beside the object.

You must make an appropriate Intelligence check to fabricate articles requiring a high degree of craftsmanship.

Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

Fumble
4th-level transmutation (Luck domain)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute

When you cast this spell, you cause up to six creatures within range to have terrible luck with their attacks. Each victim of this spell automatically misses on a natural roll of 1-5.

Heartglow
2nd-level transmutation
Casting Time: One action
Components: V, S
Range: Self
Duration: 1 minute per level

The spell causes you to focus your holy power inside, which causes your heart to begin to glow within your chest – even through clothing or armor. All evil creatures in ten feet of you suffer disadvantage on you attack rolls and saving throws.

Identify Device
1st-level divination
Casting Time: One hour
Components: V, S, M (a small metal spring)
Range: Touch
Duration: Instantaneous

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.

Illuminated Weapon 
1st-level evocation (good)
Casting Time: One action
Components: V, S
Range: Touch
Duration: 1 minute per level

You make a weapon particularly useful against undead. Any undead hit bythe weapon suffer disadvantage on their next attack, skill check or saving throw. Multiple attacks do not stack.

Karma
3rd-level transmutation (Luck domain) 
Casting Time: 1 action
Range: Self 
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes

You trade bad luck now for good luck later. At any time while this spell is in effect, you may take disadvantage on an attack, check or save that you do not already have disadvantage on. In return, once before the end of the spell, you gain advantage on an attack, check or save. You may repeat this effect as often as you like, although the DM may rule that you do not gain future advantage from taking disadvantage on meaningless rolls (e.g. a Persuasion check against another PC or an ally).

Lock and Load
2nd-level transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Duration: Concentration, up to 1 minute

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
9th-level Divination
Casting Time: One hour

Range: Personal
Target: You
Duration: Ten minutes/level
Components: V,  S, M

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.

Mark of Exile 
7th-level necromancy

Casting Time: 1 hour
Duration: Permanent
Range: Touch
Components: V, S

You curse one living creature to never enter a location you name, upon pain of death. The location can’t be larger than 1 square mile. If the creature approaches within 100 feet of the banned location, it becomes aware of the danger it is in. If the creature voluntarily enters the location, the creature immediately drops to 0 hit points, and it can’t regain hit points while inside the area.

The mark of exile is an invisible sigil on the creature. It can be viewed with detect magic and similar effects.

The mark of exile can be removed with magic that lifts a curse, but only if the spell is cast with a 7th-level or higher spell slot.

Repair Device
3rd-level transmutation
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

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.

Siphon
2nd-level transmutation
Casting Time: One action 
Components: V, S
Range: Touch
Duration: Instantaneous

You transfer the chaos within a chaos storage into a chaositech device, refueling it. You safely touch both the cube and the device as you cast the spell. The energy is transferred, and the device is fully charged. There is a 10% chance the cube is empty, which causes it to dissolve into a pool of corrosive liquid (causing 1d4 acid damage per round).

Transform the Landscape
5th-level transmutation
Casting time: 1 action
Range: 60 feet
Components: V
Duration: 10 minutes

You seize control of the very land from the Universe. You speak a word that takes control of the very land from the Universe. As a bonus action you may shape the landscape of up to 125 square feet of area (distributable as you see feet to 5x5 squares) into difficult terrain, cover, or easily passable terrain. You may use this a bonus action to instead attempt to restrain a creature, but the target is entitled to a DC 15 DEX or STR save to negate the effect.

Write Contract
3rd-level divination

Casting time: 1 minute
Range: Touch
Components: One sheet of paper of any kind, ink, the blood or signature of any willing participant.
Duration: Instantaneous

Write a contract with any wording you choose. Specify at least one negative consequence that will affect all willing participants of the spell. Specify the time limit of the spell, if applicable. The negative consequence cannot involve death unless cast with a 4th tier spell slot. The spell does not come into effect unless the participant signs their name or applies their own blood to the paper. The participant does not need to know or understand the actual contents of the paper, and any form of editing or obscuring the writing temporarily will not affect the contract in any way.

At Higher Levels. When you cast this spell using a spell slot of 4 or higher, the chosen negative consequence can now be death, of any specification.

 

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.