Eldriloch Player's Reference

Chapter IX · Magic

Aether Spells A–C


Full descriptions of the core spells on Eldriloch's aether patterns, engineer devices and fleshgrafter implants, A–C. Each follows the System Reference Document, with Eldriloch's classes, currents and coin, and a note wherever the world changes how a spell works. The lists themselves are in Aether Spells.

Aether Spells: A–C · D–F · G–L · M–P · Q–S · T–W

Aether Hammer

Evocation [Aether]
Level: Aetherian 4
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

In Eldriloch this spell is aether turned against flux users and the exspiratis. It deals force damage and can't touch life force.

You unleash the aether to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only flux, exspiratis and currentless (not aether) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to flux or exspiratis creatures (or 1d6 points of damage per caster level, maximum 10d6, to flux or exspiratis outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are of no current, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Aether Hand

Transmutation
Level: Aetherian 0, Riftcaller 0
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No

Eldriloch name. An invisible hand of aether threads lifts and carries small things. In other books this is mage hand.

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Aether Plating

Conjuration (Creation) [Force]
Level: Aetherian 1, Riftcaller 1, Engineer device 1, Fleshgrafter implant 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

Mechanical creation. Invisible plates of hardened aether lock together around the subject like a suit of riveted armor that weighs nothing. In other books this is mage armor.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

An invisible but tangible field of force surrounds the subject of a aether plating spell, providing a +4 armor bonus to AC.

Unlike mundane armor, aether plating entails no armor check penalty, arcane spell failure chance, or speed reduction. Since aether plating is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Alarm

Abjuration
Level: Aetherian 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm:

A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm:

An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Analyze Dweomer

Divination
Level: Aetherian 6
Current: Aether
Components: V, S, Fibrolite
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One object or creature per caster level
Duration: 1 round/level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: No

Fibrolite. An aether caster needs a fibrolite shard worth at least 1,500 gl, which is not consumed. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).

You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

Analyze dweomer does not function when used on an artifact.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Animate Rope

Transmutation
Level: Aetherian 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.

The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell cannot animate objects carried or worn by a creature.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Antimagic Field

Abjuration
Level: Aetherian 6, Votary 8, Protection domain 6
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: See text

No undead. Eldriloch has no undead. Ignore this spell's effects on them.

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Great Unraveling might.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Banishment

Abjuration
Level: Aetherian 7
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

Open Game Content from the System Reference Document, adapted for Eldriloch.

Blur

Illusion (Glamer)
Level: Aetherian 2, Fleshgrafter implant 2
Current: Aether
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).

Open Game Content from the System Reference Document, adapted for Eldriloch.

Boiler Fog

Conjuration (Creation)
Level: Aetherian 2, Riftcaller 2, Engineer device 2
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

Mechanical creation. A gout of steam bursts out of the air as if a boiler had split, and hangs in a thick white bank. In other books this is fog cloud.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

A bank of steam billows out from the point you designate. The steam obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the steam in 4 rounds; a strong wind (21+ mph) disperses the steam in 1 round.

The spell does not function underwater.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Brass Filings

Conjuration (Creation)
Level: Aetherian 2, Engineer device 2
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: No

Mechanical creation. A cloud of bright brass filings bursts out of the air and settles on everything in the area, blinding the eyes and outlining anything invisible in gold. In other books this is glitterdust.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

A cloud of brass filings covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the filings, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the filings takes a -40 penalty on Hide checks.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Brass Steed

Conjuration (Creation)
Level: Aetherian 3
Current: Aether
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: One mechanical horse
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

Mechanical creation. You unfold a brass model horse into a full-sized mechanical steed of pistons and plates, with a soft blue glow behind its eyes. It runs without tiring and never needs feeding. In other books this is phantom steed.

You conjure a Large, mechanical horse. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A brass steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the brass steed disappears. A brass steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.

8th Level:

The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level:

The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level:

The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level:

The mount can fly at its speed (average maneuverability).

Open Game Content from the System Reference Document, adapted for Eldriloch.

Brass Watchdog

Conjuration (Creation)
Level: Aetherian 5
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/caster level; see text
Saving Throw: None
Spell Resistance: No

Mechanical creation. You set down a brass hound no bigger than a teacup. It unfolds into a full-sized mechanical watchdog, hidden in a fold of the aether until something comes near. When it bites, it bites with steel. In other books this is mage’s faithful hound.

You conjure up a brass watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The watchdog immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the watchdog when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The watchdog sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

If an intruder approaches to within 5 feet of the watchdog, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.

The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The watchdog cannot be attacked, but it can be dispelled.

The spell lasts for 1 hour per caster level, but once the watchdog begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the watchdog, the spell ends.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Break Enchantment

Abjuration
Level: Aetherian 5, Votary 5, Warden 4, Fortune domain 5
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Burning Hands

Evocation [Fire]
Level: Aetherian 1, Engineer device 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Cargo Disk

Evocation [Force]
Level: Aetherian 1, Engineer device 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Eldriloch name. A disk of hardened aether that follows you with a load, the way a porter mechanoid would. In other books this is floating disk.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Chain Lightning

Evocation [Electricity]
Level: Aetherian 6, Engineer device 6, Fleshgrafter implant 6
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Chokedamp

Conjuration (Creation)
Level: Aetherian 5, Riftcaller 5, Engineer device 5
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

Mechanical creation. Miners call the gas that pools in deep shafts chokedamp. This pattern fills the air with it: a heavy, sickly-yellow cloud that rolls downhill and kills whatever breathes it. A rebreather mask gives its usual bonus against it. In other books this is cloudkill.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

This spell generates a bank of fog, similar to a boiler fog, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.

Unlike a boiler fog, the chokedamp moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Clairaudience/Clairvoyance

Divination (Scrying)
Level: Aetherian 3
Current: Aether
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Clenched Gauntlet

Evocation [Force]
Level: Aetherian 8, Strength domain 8
Current: Aether or flux, as cast
Components: V, S

Eldriloch name. A huge gauntlet of force strikes like a trip-hammer. In other books this is clenched fist.

This spell functions like interposing gauntlet, except that the gauntlet can interpose itself, push, or strike one opponent that you select. The floating gauntlet can move as far as 60 feet and can attack in the same round. Since this gauntlet is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The gauntlet attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for an aetherian, votary, or aetherian, respectively), +11 for the gauntlet’s Strength score (33), -1 for being Large. The gauntlet deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched gauntlet can also interpose itself as interposing gauntlet does, or it can bull rush an opponent as forceful gauntlet does, but at a +15 bonus on the Strength check.

Clerics who cast this spell name it for their deities.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Clutching Engine

Conjuration (Creation)
Level: Aetherian 4, Riftcaller 4, Engineer device 4
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

Mechanical creation. You toss down a brass model no bigger than a fist. It unfolds, and keeps unfolding, into a ring of piston-driven steel arms that rise out of the ground and seize everything nearby. The arms are matter shaped by the aether, and they fold back into nothing when the pattern ends. In other books this is black tentacles.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

This spell conjures a field of jointed steel arms, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the steel arms. Treat the steel arms attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The steel arms are immune to all types of damage.

Once the steel arms grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The steel arms continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the steel arms. Even creatures who aren’t grappling with the steel arms may move through the area at only half normal speed.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Coal Smog

Conjuration (Creation)
Level: Aetherian 4, Riftcaller 4, Engineer device 4
Current: Aether
Components: V, S
Duration: 1 min./level
Spell Resistance: No

Mechanical creation. A choking bank of coal smog rolls in, as thick as the air over Caerdydd's foundry district in winter, and slows everything in it. In other books this is solid fog.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

This spell functions like boiler fog, but in addition to obscuring sight, the coal smog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into coal smog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in coal smog.

However, unlike normal smog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid smog can be made permanent with a permanency spell. A permanent coal smog dispersed by wind reforms in 10 minutes.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Coil Snare Sigil

Conjuration (Creation) [Force]
Level: Aetherian 3
Current: Aether
Components: V, S, Fibrolite
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text
Saving Throw: Reflex negates
Spell Resistance: No

Mechanical creation. You etch a small sigil into a page or a plate. Whoever reads it triggers a spring: a coil of brass wire whips out, wraps the reader and seals them in hardened resin. In other books this is sepia snake sigil.

Fibrolite. An aether caster needs a fibrolite shard worth at least 500 gl, consumed in the casting. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).

When you cast coil snare sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the brass coil springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the coil’s strike. If it succeeds, the brass coil dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia coil sigil can be cast in combination with other spells that hide or garble text, such as secret page.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Color Spray

Illusion (Pattern) [Mind-Affecting]
Level: Aetherian 1, Engineer device 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

2 HD or less:

The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD:

The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD:

The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Combat Overdrive

Transmutation
Level: Fleshgrafter implant 6
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Eldriloch name. The graft drives the host's body past its limits for a short fight. In other books this is transformation.

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Comprehend Languages

Divination
Level: Aetherian 1, Riftcaller 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Cone of Cold

Evocation [Cold]
Level: Aetherian 5, Engineer device 5, Fleshgrafter implant 5
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Open Game Content from the System Reference Document, adapted for Eldriloch.

Contingency

Evocation
Level: Aetherian 6
Current: Aether
Components: V, S, Fibrolite
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until discharged

Fibrolite. An aether caster needs a fibrolite shard worth at least 1,500 gl, which is not consumed. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Continual Flame

Evocation [Light]
Level: Aetherian 2
Current: Aether
Components: V, S, Fibrolite
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Effect: Magical, heatless flame
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Fibrolite. An aether caster needs a fibrolite shard worth at least 50 gl, consumed in the casting. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Control Water

Transmutation [Water]
Level: Aetherian 6
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 10 min./level (D)
Saving Throw: None; see text
Spell Resistance: No

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water:

This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water:

This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Control Weather

Transmutation
Level: Aetherian 7
Current: Aether
Components: V, S
Casting Time: 10 minutes; see text
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Spell Resistance: No

Season Possible Weather
Spring Tornado, thunderstorm, drowned sleet, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

A votary casting this spell doubles the duration and affects a circle with a 3-mile radius.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Corrosive Dart

Conjuration (Creation) [Acid]
Level: Aetherian 2
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One dart of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No

Mechanical creation. A spring-loaded glass dart forms in your hand, its chamber full of vitriol, and you snap it at the target. It shatters and keeps eating. In other books this is acid arrow.

A magical dart of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The dart deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Open Game Content from the System Reference Document, adapted for Eldriloch.

Crushing Gauntlet

Evocation [Force]
Level: Aetherian 9, Strength domain 9
Current: Aether or flux, as cast
Components: V, S

Eldriloch name. A huge gauntlet of force closes like a hydraulic press. In other books this is crushing hand.

This spell functions like interposing gauntlet, except that the gauntlet can interpose itself, push, or crush one opponent that you select.

The crushing gauntlet can grapple an opponent like grasping gauntlet does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for an aetherian, votary, or aetherian, respectively), +12 for the gauntlet’s Strength score (35), +4 for being Large. The gauntlet deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing gauntlet can also interpose itself as interposing gauntlet does, or it can bull rush an opponent as forceful gauntlet does, but at a +18 bonus.

Directing the spell to a new target is a move action.

Clerics who cast this spell name it for their deities.

Open Game Content from the System Reference Document, adapted for Eldriloch.

The game rules in the spell descriptions on this page are Open Game Content, adapted from the System Reference Document under the Open Game License. Eldriloch and its names, places, lore and art are copyright and are not Open Game Content.