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  The Domain of Time
  A Preview of The Tide of Years, a Penumbra™ Adventure Coming in March 2001
  by Michelle A. Brown Nephew
  The Domain of Time
  Deity: Ras’Tan
  Favored Language: Temporal
  Granted Power: Clerics choosing the Time
  domain cast time spells at +1 caster level.
  Time Domain Spells
  1
  True Strike. Gain +20 insight bonus into your
  next single attack roll.
  2
  Haste. Subject takes an extra partial action
  and gains +4 haste bonus to AC.
  3
  Slow. Subject takes only a partial action each
  turn and suffers –2 penalties to AC, melee
  attack rolls, melee damage rolls, and Reflex
  saves.
  4
  Scry the Ages. You can see and hear some
  creature, who may be at any distance or in
  any time frame past or future. (See descrip-
  tion on page 10)
  5
  Hastening of Age. The subject loses Str, Dex,
  and Con levels as his body ages premature-
  ly. (New spell — See description below.)
  6
  Mass Haste. As haste, but it affects multiple
  creatures.
  7
  Wellspring of Youth. The subject gains Str,
  Dex, and Con levels as his body regains its
  youth. (New spell — See description below.)
  8
  Time Stop. You are free to act for 1d4+1
  rounds of apparent time while time ceases
  to flow for everyone else.
  9
  Temporal Stasis. Time ceases to flow for the
  subject, who is in an impenetrable state of
  suspended animation.
  New Time Spells
  Detect Temporal
  Disturbance
  Universal [Time]
  Level: Clr 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the
  extreme of the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of a disturbance in the
  natural flow of time up to 60 feet away in your own
  time frame. This includes the use of spells that
  manipulate time in any way, natural temporal dis-
  tortions or gateways, objects that are displaced from
  their original time, and temporal creatures such as a
  time elemental. The amount of information
  revealed depends on how long you study a particu-
  lar area, as in the detect magic spell.
  1st Round: You can detect the presence or absence
  of temporal disturbances.
  2nd Round: Number of different temporal distur-
  bances and the amount of time between the origin
  and current temporal position of the most powerful
  disturbance.
  3rd Round: The location and amount of time
  between the origin and current temporal position of
  each temporal disturbance. If the disturbances are
  in line of sight, you can make multiple Spellcraft skill
  checks to determine the exact nature of the tempo-
  ral disturbances; this would include information
  such as the caster level and type of spell, or the type
  and level of the creature.
  Note: Each round you can turn to detect things in a
  new area. The spell can penetrate barriers, but one
  foot of stone, one inch of common metal, a thin
  sheet of lead, or three feet of wood or dirt blocks it.
  Dispel Temporal Effect
  Abjuration [Time]
  Level: Clr 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  
  2
  Target or Area: One temporal effect 
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The caster can dispel any spell cast on a creature or
  object that manipulates time (such as haste, time
  stop, temporal stasis, or slow) or has “time” as a
  descriptor (such as the new spells described here),
  causing it to end as if its duration had expired. It can
  also suppress the time-related abilities of a magic
  item, temporarily close an individual temporal dis-
  turbance such as a temporal gateway or time distor-
  tion, or dissipate a creature relying on an ongoing
  time spell for its presence (such as a time elemental).
  In addition, it is able to counter another spellcaster’s
  time spell, or to dispel the ongoing effects of super-
  natural abilities and spell-like effects that manipu-
  late time. This spell can be used as a targeted dispel
  or counterspell, like the dispel magic spell:
  Targeted Dispel: The target is one object, crea-
  ture, temporal disturbance, or time spell. The caster
  of dispel temporal effect makes a dispel check
  against the time spell or against each ongoing time
  spell currently affecting the object or creature.
  Instantaneous spells cannot be affected, since the
  magical process is already over before dispel tempo-
  ral effect can be cast. The dispel check is 1d20 +1
  per caster level, to a maximum of +10, against a DC
  of 11 + the spell’s caster level. If the spellcaster tar-
  gets an object or creature who is the effect of an
  ongoing time spell (such as a time elemental), he
  makes a dispel check to end the time spell that con-
  jured the object or creature. If the object targeted is
  a magic item, the caster makes a dispel check against
  the item’s caster level. If the roll succeeds, all the
  item’s time-related properties are suppressed for 1d4
  rounds, after which the item recovers on its own. A
  time portal or other ongoing temporal distortion
  (such as a time trap) is temporarily closed in this
  same manner. You automatically succeed at your
  dispel check against any time spell that you cast
  yourself.
  Counterspell: The spell targets a spellcaster and is
  cast as a counterspell. Unlike a true counterspell,
  however, the caster of dispel temporal effect must
  make a dispel check to counter the other spellcast-
  er’s time spell.
  Scry the Ages
  Divination [Time]
  Level: Clr 6, Sor/Wiz 5, Time 4
  Components: V, S, M/DF, F
  Casting Time: 1 hour
  Range: See text
  Effect: Magical sensor
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  As in the spell scrying, this spell allows the cleric to
  see and hear a creature at any distance, but also in
  any period of time past or future (the time must be
  specified by the caster beforehand). The DC
  depends on how well the caster knows the subject
  and the type of physical connection he has to the
  person or creature. 
  Knowledge
  DC
  None
  20
  Secondhand
  15
  Firsthand
  10
  Familiar
  5
  Connection
  Scry Check Bonus
  Likeness
  +5
  Possession
  +8
  Body Part
  +10
  Creatures with an Intelligence of 12 or higher can
  make a Scry skill check (or Intelligence check)
  against DC 20 to notice the magical sensor generat-
  ed by the spell. Spells (except message) can be cast
  through the scry the ages spell as specified for the
  scry spell.
  Arcane Material Components: A jewelry “eye” fash-
  ioned of a diamond set in gold, with a minimum cost
  'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used
  according to the terms of the d20 System License version 1.0.  A copy of this License can be found at
  www.wizards.com.
  Text ©2001 Michelle A. Brown Nephew.  Artwork ©2001 Helena Wickberg.  The Domain of Time and new
  temporal spells, presented as a special preview of the Penumbra™ adventure module, The Tide of Years,
  are published as Open Game Content under the Open Game License, version 1.0, and may be reproduced
  according to its terms, which are appended to this document.  Permission is granted to reproduce this doc-
  ument in its entirety for personal and promotional use.  Penumbra and the Penumbra logos are trademarks
  of Trident, Inc. d/b/a Atlas Games.  Atlas Games is a trademark of John Nephew; the Atlas Games logo is a
  trademark of John Nephew and Trident, Inc.  “Tide of Years” is product identity, as defined in the OGL.
  
  of 250 gp, which vanishes upon being cast into the
  focus when the spell is cast.
  Cleric Focus: A holy water font costing not less than
  100 gp.
  Sorcerer or Wizard Focus: A mirror of finely
  wrought and highly polished silver costing not less
  than 1,000 gp. The mirror must measure at least
  two feet by four feet.
  Hastening of Age
  Necromancy [Time]
  Level: Clr 7, Sor/Wiz 7, Time 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray of negative temporal energy
  Duration: Instantaneous
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  Used as a directed attack, the creature struck ages at
  an extremely rapid rate — cells degrade and bones
  turn brittle before their time. The victim of this attack
  ages one step as per the chart above; his Strength,
  Constitution, and Dexterity are modified the amount
  specified above his new age. A character’s ability
  score cannot be reduced below 1 in this way.
  Undergoing hastening of age multiple times produces
  cumulative affects, but casting the spell on a charac-
  ter of Venerable Age changes him only cosmetically;
  the spell cannot kill. When aged in this way, you may
  feel and look older, but the time allotted to your soul
  remains the same; for instance, though an Adult
  human character is now Middle Aged for all intents
  and purposes, he still has his full original 55+2d20
  years left to live. Note that the bonuses to Intelligence,
  Wisdom, and Charisma given to normally aging
  characters do not apply to this spell, as the target
  doesn’t undergo the experiences that would add to
  these abilities.
  Much like energy drain, hastening of age requires
  that twenty-four hours after the attack the subject
  must make a Fortitude saving throw (using the spell
  DC) to negate the effects. If he fails, the damage to his
  abilities and his apparent age become permanent.
  Success means that the effects begin to fade away.
  The permanent reduction to a character’s ability
  scores can be dispelled by restoration, but not lesser
  restoration; it is a permanent ability drain. Wellspring
  of youth can also counteract it (see next page).
  Hastening of age can only affect mortal creatures that
  suffer the affects of normal aging; undead creatures
  and the like are immune.
  Wellspring of Youth
  Conjuration (Healing) [Time]
  Level: Clr 8, Time 7
  Components: V, S, M, XP
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Directed at a single target, this spell allows one per-
  son to regain his youth at a rapid rate — cells repair
  themselves, and wrinkled skin regains its youthful
  firmness and glow. The recipient of this spell
  becomes one aging step younger as per the chart
  above; his Strength, Constitution, and Dexterity are
  modified the amount specified above his new age. A
  character’s ability score cannot be reduced below 1
  in this way. Undergoing wellspring of youth multiple
  times produces cumulative affects, but casting the
  spell on a character of Childhood age changes him
  only cosmetically; the spell cannot kill and is not
  Effects of Hastening of Age
  +3 Str, Con, 
  -1 Str, Con, 
  -2 Str, Con, 
  -3 Str, Con, 
  & Dex
  & Dex
  & Dex
  & Dex
  Race
  Childhood
  Adulthood
  Middle Age
  Old Age
  Venerable Age
  Human
  7 years
  15 years
  35 years
  53 years
  70 years 
  Dwarf
  20 years
  40 years
  125 years
  188 years
  250 years
  Elf
  55 years
  110 years
  175 years
  263 years
  350 years
  Gnome
  20 years
  40 years
  100 years
  150 years
  200 years
  Half-elf
  10 years
  20 years
  62 years
  93 years
  125 years 
  Half-orc
  7 years
  14 years
  30 years
  45 years
  60 years 
  Halfling
  10 years
  20 years
  50 years
  75 years
  100 years
  3
  
  able to undo death. When aged in this way, you may
  feel and look younger, but the time allotted to your
  soul remains the same; for instance, though a
  Middle Aged human character is now the Adult age
  of 15 years for most intents and purposes, he still has
  only his original 35+2d20 years left to live. Although
  this spell doesn’t provide immortality, it is very pop-
  ular with the wealthy classes as a way to preserve
  beauty and vigor throughout a lifetime.
  Wellspring of youth works to counteract the effects
  of hastening of age, as mentioned above. It can only
  affect mortal creatures that suffer the affects of nor-
  mal aging; undead creatures and the like are
  immune.
  Note that an unwilling target (such as an adult who
  does not wish to be reduced to a child’s body in the
  middle of combat) is entitled to a Will saving throw,
  if he or she so chooses.
  Material Component: Diamond dust worth 100 gp
  that is sprinkled over the target.
  Effects of Wellspring of Youth
  +3 Str, Con, 
  +2 Str, Con, 
  +1 Str, Con, 
  -3 Str, Con, 
  & Dex
  & Dex
  & Dex
  & Dex
  Race
  Venerable Age
  Old Age
  Middle Age
  Adulthood
  Childhood
  Human
  70 years
  53 years
  35 years
  15 years
  7 years
  Dwarf
  250 years
  188 years
  125 years
  40 years
  20 years
  Elf
  350 years
  263 years
  175 years
  110 years
  55 years
  Gnome
  200 years
  150 years
  100 years
  40 years
  20 years
  Half-elf
  125 years
  93 years
  62 years
  20 years
  10 years
  Half-orc
  60 years
  45 years
  30 years
  14 years
  7 years
  Halfling
  100 years
  75 years
  50 years
  20 years
  10 years
  OPEN GAME LICENSE
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of
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  System Rules Document Copyright 2000, Wizards of
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, based on original material by E. Gary
  Gygax and Dave Arneson. 
  Domain of Time and new time spells from The Tide of
  Years, Copyright 2001, Michelle A. Brown Nephew.
  4
  
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