Eldriloch Player's Reference

Chapter IX · Magic

Aether Spells


The aether moves, shapes, heats, freezes, lights and hides. It opens space and closes it. It never reaches inside a living thing. Every spell on these lists works on the world around a creature, not the creature itself.

Key: Every riftcaller pattern is subject to a breach. EL new to Eldriloch (see New Spells). Unmarked spells are from the Player's Handbook. Full descriptions of every unmarked spell, adapted for Eldriloch, are on the following pages: A–C, D–F, G–L, M–P, Q–S, T–W. For a compact list by class and level, see Spells by Class.

Aetherian Patterns

0-Level Aetherian Patterns (Thread Tricks)

Vitriol Flick: Orb deals 1d3 acid damage.

Maker's Mark: Inscribes a personal rune (visible or invisible).

Dancing Lights: Creates torches or other lights.

Detect Magic: Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or object.

Flare: Dazzles one creature (–1 on attack rolls).

Ghost Sound: Figment sounds.

Light: Object shines like a torch.

Aether Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whispered conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks. Can't affect living tissue.

Ray of Frost: Ray deals 1d3 cold damage.

Read Magic: Read scrolls and pattern books.

Resistance: Subject gains +1 on saving throws.

1st-Level Aetherian Patterns

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Burning Hands: 1d4/level fire damage (max 5d4).

Color Spray: A flash of bent light knocks unconscious, blinds and/or stuns weak creatures.

Comprehend Languages: You understand all spoken and written languages.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Disguise Self: Bends light to change your appearance.

Endure Elements: Exist comfortably in hot or cold environments.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Oil Slick: Makes a 10-ft. square or one object slippery.

Hold Portal: Holds a door shut.

Identify: Determines properties of a magic item.

Jump: Subject gets a bonus on Jump checks.

Ember Lance EL: Ray deals 1d4 fire/level (max 5d4).

Lesser Energy Orb EL: Ranged touch orb of acid, cold, electricity, fire or sonic deals 1d8 +1d8/two levels beyond 1st (max 5d8).

Aether Plating: Gives subject +4 armor bonus.

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Magic Weapon: Weapon gains +1 bonus.

False Aura: Alters an object's magic aura.

Vent Steam: Fog surrounds you.

Protection from Aether, Flux or the Exspiratis: +2 to AC and saves against the chosen current, counters mind control (see Currents).

Mend Light Damage EL: Repairs 1d8 damage +1/level (max +5) to a construct or object.

Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Silent Image: Creates a minor illusion of your design.

Cargo Disk: Creates a 3-ft.-diameter horizontal disk that holds 100 lb./level.

True Strike: +20 on your next attack roll.

Unseen Mechanism: Invisible force that obeys your commands.

Ventriloquism: Throws voice for 1 min./level.

Wooden Grasp EL: Wooden tendrils burst from the boards and entangle creatures.

2nd-Level Aetherian Patterns

Corrosive Dart: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.

Thread Lock: Magically locks a portal or chest.

Blur: Attacks miss subject 20% of the time.

Continual Flame: Makes a permanent, heatless torch.

Darkness: 20-ft. radius of supernatural shadow.

Flaming Sphere: Creates a rolling ball of fire, 2d6 damage, lasts 1 round/level.

Boiler Fog: Fog obscures vision.

Brass Filings: Blinds creatures, outlines invisible creatures.

Gust of Wind: Blows away or knocks down smaller creatures.

Frost Shard EL: Shard of ice deals 2d8 cold and slows.

Invisibility: Light bends around the subject for 1 min./level or until it attacks.

Kindle the Grain EL: A 10-ft. square of wood bursts into flame from within.

Knock: Opens a locked or magically sealed door.

Levitate: Subject moves up and down at your direction.

Locate Object: Senses direction toward an object (specific or type).

Magic Mouth: Speaks once when triggered.

Make Whole: Repairs an object completely.

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

Misdirection: Misleads divinations for one creature or object.

Obscure Object: Masks an object against scrying.

Phantom Trap: Makes a lock or other small mechanism seem to be trapped.

Protection from Arrows: Subject immune to most ranged attacks.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Mend Moderate Damage EL: Repairs 2d8 damage +1/level (max +10) to a construct or object.

Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

See Invisibility: Reveals invisible creatures or objects.

Shatter: Sonic vibration damages objects or crystalline creatures.

Grip Climb: Grants the ability to walk on walls and ceilings.

Stone Snare EL: Stone spindles rise from the ground and net one creature.

Soot Wall EL: Wall of smoke blocks sight and sickens.

Wire Web: Fills a 20-ft.-radius spread with sticky spiderwebs.

Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Aetherian Patterns

Web Sight: Magical auras become visible to you.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

Daylight: 60-ft. radius of bright light.

Dispel Magic: Cancels spells and magical effects.

Displacement: Attacks miss subject 50% of the time.

Explosive Runes: Deals 6d6 damage when read.

Fireball: 1d6 damage per level, 20-ft. radius.

Flame Arrow: Arrows deal +1d6 fire damage.

Fly: Subject flies at speed of 60 ft.

Greater Magic Weapon: +1 bonus/four levels (max +5).

Illusory Script: Only the intended reader can decipher.

Invisibility Sphere: Makes everyone within 10 ft. invisible.

Keen Edge: Doubles normal weapon's threat range.

Weather Dome: Creates shelter for ten creatures.

Lightning Bolt: Electricity deals 1d6/level damage.

Magic Circle against Aether, Flux or the Exspiratis: As the protection spell, but 10-ft. radius and 10 min./level.

Major Image: As silent image, plus sound, smell and thermal effects.

Nondetection: Hides subject from divination and scrying.

Brass Steed: Magic horse of force appears for 1 hour/level.

Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

Mend Serious Damage EL: Repairs 3d8 damage +1/level (max +15) to a construct or object.

Secret Page: Changes one page to hide its real content.

Coil Snare Sigil: Creates a text symbol that immobilizes the reader.

Shockwave EL: Burst of force deals 1d4/level and knocks creatures prone.

Shrink Item: Object shrinks to one-sixteenth size.

Drowned Sleet: Hampers vision and movement.

Sulfur Fumes: Nauseating vapors, 1 round/level.

Tongues: Speak any language.

Wind Wall: Deflects arrows, smaller creatures and gases.

4th-Level Aetherian Patterns

Aether Hammer: Burst of force damages and slows flux and exspiratis creatures; half damage to those with no current (see Currents).

Floating Lens: Invisible floating eye moves 30 ft./round.

Detect Scrying: Alerts you of magical eavesdropping.

Dimensional Anchor: Bars extradimensional movement.

Clutching Engine: Tentacles grapple all within 20 ft. spread.

Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.

Fire Trap: Opened object deals 1d4 +1/level damage.

Force Volley EL: Bolts of force deal 2d6 and burst.

Greater Invisibility: As invisibility, but subject can attack and stay invisible.

Hallucinatory Terrain: Makes one type of terrain appear like another.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Illusory Wall: Wall, floor or ceiling looks real, but anything can pass through.

Folding Shelter: Creates a sturdy cottage.

Lesser Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.

Locate Creature: Indicates direction to a familiar creature.

Quick Fabrication: Creates one cloth or wood object.

Energy Orb EL: Ranged touch orb deals 1d6/level of one energy (max 15d6), with a side effect.

Remove Curse: Frees an object or person from a curse.

Mend Critical Damage EL: Repairs 4d8 damage +1/level (max +20) to a construct or object.

Resilient Sphere: Force globe protects but traps one subject.

Scrying: Spies on subject from a distance.

Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Coal Smog: Blocks vision and slows movement.

Stone Shape: Sculpts stone into any shape.

Stoneskin: Ignore 10 points of damage per attack.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through the wall deals 2d6 damage +1/level.

Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

5th-Level Aetherian Patterns

Interposing Gauntlet: Hand provides cover against one opponent.

Break Enchantment: Frees subjects from enchantments, alterations, curses and petrification.

Chokedamp: Kills 3 HD or less. 4–6 HD save or die, 6+ HD take Con damage.

Cone of Cold: 1d6/level cold damage.

Fabricate: Transforms raw materials into finished items.

False Vision: Fools scrying with an illusion.

Mirage Arcana: As hallucinatory terrain, plus structures.

Brass Watchdog: Phantom dog can guard, attack.

Sealed Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.

Passwall: Creates a passage through wood or stone wall.

Permanency: Makes certain spells permanent. The one way to make a weave hold forever.

Persistent Image: As major image, but no concentration required.

Prying Eyes: 1d4 +1/level floating eyes scout for you.

Seeming: Changes appearance of one person per two levels.

Sending: Delivers a short message anywhere, instantly.

Shadow Evocation: Mimics evocation below 5th level, but only 20% real.

Telekinesis: Moves objects, attacks creatures or hurls objects or creatures.

Transmute Mud to Rock: Transforms two 10-ft. cubes per level.

Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

Wall of Force: Wall is immune to damage.

Raised Bulwark: Creates a stone wall that can be shaped.

6th-Level Aetherian Patterns

Drowned Fog: Fog deals acid damage.

Analyze Dweomer: Reveals magical aspects of subject.

Antimagic Field: Negates magic within 10 ft.

Thrusting Gauntlet: Hand pushes creatures away.

Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.

Contingency: Sets trigger condition for another spell.

Control Water: Raises or lowers bodies of water.

Disintegrate: Unravels the web of one creature's matter or object. 2d6/level damage.

Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.

Greater Dispel Magic: As dispel magic, but up to +20 on check.

Guards and Wards: Array of magic effects protect area.

Legend Lore: Lets you learn tales about a person, place or thing.

Mislead: Turns you invisible and creates illusory double.

Move Earth: Digs trenches and builds hills.

Frost Sphere: Freezes water or deals cold damage.

Permanent Image: Includes sight, sound and smell.

Programmed Image: As major image, plus triggered by event.

Repulsion: Creatures can't approach you.

True Seeing: Lets you see all things as they really are.

Veil: Changes appearance of group of creatures.

Riveted Wall: 30 hp/four levels; can topple onto foes.

7th-Level Aetherian Patterns

Banishment: Banishes 2 HD/level of extraplanar creatures, including exspiratis without a host.

Grasping Gauntlet: Large hand provides cover, pushes or grapples.

Control Weather: Changes weather in local area.

Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.

Forcecage: Cube or cage of force imprisons all inside.

Greater Web Sight: As web sight, but also reveals magic effects on creatures and objects.

Greater Scrying: As scrying, but faster and longer.

Greater Shadow Conjuration: As shadow conjuration, but up to 6th level and 60% real.

Mass Invisibility: As invisibility, but affects all in range.

Hovering Blade: Floating magic blade strikes opponents.

Prismatic Spray: Rays hit subjects with variety of effects.

Project Image: Illusory double can talk and cast spells.

Reverse Gravity: Objects and creatures fall upward.

Sequester: Subject is invisible to sight and scrying.

Spell Turning: Reflect 1d4+6 spell levels back at caster.

Vision: As legend lore, but quicker and strenuous.

8th-Level Aetherian Patterns

Clenched Gauntlet: Large hand provides cover, pushes or attacks your foes.

Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.

Discern Location: Reveals exact location of creature or object.

Greater Prying Eyes: As prying eyes, but eyes have true seeing.

Greater Shadow Evocation: As shadow evocation, but up to 7th level and 60% real.

Greater Shout: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.

Furnace Cloud: Cloud deals 4d6 fire damage/round.

Mind Blank: Subject is immune to mental and emotional magic and scrying.

Moment of Prescience: You gain insight bonus on a single attack roll, check or save.

Floating Sphere: As resilient sphere, but you move sphere telekinetically.

Polar Ray: Ranged touch attack deals 1d6/level cold damage.

Prismatic Wall: Wall's colors have array of effects.

Protection from Spells: Confers +8 resistance bonus.

Screen: Illusion hides area from vision, scrying.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

9th-Level Aetherian Patterns

Crushing Gauntlet: Large hand provides cover, pushes or crushes your foes.

Foresight: "Sixth sense" warns of impending danger. The web read well enough to predict outcomes.

Freedom: Releases creature from imprisonment.

Imprisonment: Entombs subject beneath the earth.

Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Great Unraveling: Dispels magic, disenchants magic items.

Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Shades: As shadow conjuration, but up to 8th level and 80% real.

Time Stop: You act freely for 1d4+1 rounds.

Wish: As limited wish, but with fewer limits. Even a wish can't touch living flesh directly.

Not on the Aetherian List

The aether can't reach inside a living creature, so these sorcerer/wizard spells are left out: all enchantment (charm person, sleep, hold person, suggestion, confusion, dominate person, power word spells); all necromancy (cause fear, ray of enfeeblement, false life, vampiric touch, enervation, finger of death); transmutations of a living body (enlarge and reduce person, alter self, the ability boosts, darkvision, gaseous form, water breathing, haste, slow, polymorph, baleful polymorph, flesh to stone, stone to flesh, Combat Overdrive, statue, iron body, shapechange); mind-reading and mind phantasms (detect thoughts, telepathic bond, phantasmal killer, dream, nightmare, weird); fascinating patterns (hypnotic pattern, rainbow pattern, scintillating pattern); and spells that summon or call creatures (summon monster, mount, planar binding, simulacrum), since the aether can move a creature but never make one.

Riftcaller Patterns

0-Level Riftcaller Patterns

Detect Magic: Detects spells and magic items within 60 ft.

Ghost Sound: Figment sounds.

Aether Hand: 5-pound telekinesis.

Message: Whispered conversation at distance.

Ray of Frost: Ray deals 1d3 cold damage.

Read Magic: Read scrolls and pattern books.

Resistance: Subject gains +1 on saving throws.

1st-Level Riftcaller Patterns

Rift Call I EL: Calls servants from the seam (see the rift call table).

Comprehend Languages: You understand all spoken and written languages.

Aether Plating: Gives subject +4 armor bonus.

Vent Steam: Fog surrounds you.

Protection from Aether, Flux or the Exspiratis: +2 to AC and saves against the chosen current, counters mind control (see Currents).

Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Whisper Through the Veil EL: Ask a drifting exspiratis one question; it may lie.

2nd-Level Riftcaller Patterns

Rift Call II EL: Calls servants from the seam (see the rift call table).

Darkness: 20-ft. radius of supernatural shadow.

Boiler Fog: Fog obscures vision.

Rift Lash EL: Ray of the drowned world's cold deals 1d6/two levels and slows.

See Invisibility: Reveals invisible creatures or objects.

Wire Web: Fills a 20-ft.-radius spread with sticky spiderwebs.

3rd-Level Riftcaller Patterns

Rift Call III EL: Calls servants from the seam (see the rift call table).

Bind the Drifting EL: Holds one creature of the exspiratis current.

Dispel Magic: Cancels spells and magical effects.

Magic Circle against Aether, Flux or the Exspiratis: As the protection spell, but 10-ft. radius and 10 min./level.

Sulfur Fumes: Nauseating vapors, 1 round/level.

4th-Level Riftcaller Patterns

Rift Call IV EL: Calls servants from the seam (see the rift call table).

Dimensional Anchor: Bars extradimensional movement.

Clutching Engine: Tentacles grapple all within 20 ft. spread.

Coal Smog: Blocks vision and slows movement.

Thin the Veil EL: Area where the exspiratis grow stronger and rift calls are safer.

5th-Level Riftcaller Patterns

Rift Call V EL: Calls servants from the seam (see the rift call table).

Chokedamp: Kills 3 HD or less. 4–6 HD save or die, 6+ HD take Con damage.

Sever the Tether EL: Cuts an exspiratis from its body or ends an ashen's Manifestation.

Wall of Force: Wall is immune to damage.

6th-Level Riftcaller Patterns

Rift Call VI EL: Calls servants from the seam (see the rift call table).

Drowned Fog: Fog deals acid damage.

Greater Dispel Magic: As dispel magic, but up to +20 on check.

Rift Storm EL: Storm of cold and ash deals 1d6/two levels, then 3d6 each round.

7th-Level Riftcaller Patterns

Rift Call VII EL: Calls servants from the seam (see the rift call table).

Borrowed Form EL: You take an exspiratis's shape: claws, wings, carapace.

Forcecage: Cube or cage of force imprisons all inside.

Spell Turning: Reflect 1d4+6 spell levels back at caster.

8th-Level Riftcaller Patterns

Rift Call VIII EL: Calls servants from the seam (see the rift call table).

Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.

Furnace Cloud: Cloud deals 4d6 fire damage/round.

Open the Wound EL: Deliberate tear calls a lesser exspiratis each round.

9th-Level Riftcaller Patterns

Rift Call IX EL: Calls servants from the seam (see the rift call table).

Great Unraveling: Dispels magic, disenchants magic items.

Unbind EL: Cuts every exspiratis tether in a 60-ft. burst.

Engineer Devices

Engineers can ready these spells as devices. Each device's name and form is given on the engineer device list. Repair kits restore hit points to objects and constructs only.

Fleshgrafter Implants

Fleshgrafters can prime these spells as implants. The machine in the host's body does the work, not the aether acting on flesh, which is why spells that change a body appear here and nowhere else in aether magic. Each implant's name is given on the fleshgrafter implant list. No implant heals.