Chapter IX · Magic
Aether Spells Q–S
Full descriptions of the core spells on Eldriloch's aether patterns, engineer devices and fleshgrafter implants, Q–S. 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
On This Page
- Quick Fabrication
- Quickened Reflexes
- Raised Bulwark
- Ray of Frost
- Read Magic
- Remove Curse
- Repulsion
- Resilient Sphere
- Resist Energy
- Resistance
- Reverse Gravity
- Riveted Wall
- Scorching Ray
- Screen
- Scrying
- Scrying, Greater
- Sealed Sanctum
- Secret Page
- See Invisibility
- Seeming
- Sending
- Sequester
- Shades
- Shadow Conjuration
- Shadow Conjuration, Greater
- Shadow Evocation
- Shadow Evocation, Greater
- Shatter
- Shield
- Shocking Grasp
- Shout
- Shout, Greater
- Shrink Item
- Silent Image
- Spell Resistance
- Spell Turning
- Stone Shape
- Stoneskin
- Sulfur Fumes
- Sunburst
Quick Fabrication
Conjuration (Creation)
Level: Aetherian 4, Engineer device 4
Current: Aether
Components: V, S
Casting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Mechanical creation. You pull threads out of the material around you and weave them into a finished object, as an engineer would with a workshop and a week. It doesn't last. In other books this is minor creation.
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 nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Quickened Reflexes
Transmutation
Level: Fleshgrafter implant 2
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Eldriloch name. In other books this is cat's grace.
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 transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Raised Bulwark
Conjuration (Creation) [Earth]
Level: Aetherian 5, Engineer device 5
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Mechanical creation. You lay down a mason's model of a wall, and the stone around it rises to match: dressed blocks, mortared and true, as if a crew had worked a week. In other books this is wall of stone.
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 a wall of rock that merges into adjoining rock surfaces. A raised bulwark is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a riveted wall, you can create a raised bulwark in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a raised bulwark, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Ray of Frost
Evocation [Cold]
Level: Aetherian 0, Riftcaller 0
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Read Magic
Divination
Level: Aetherian 0, Riftcaller 0
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Remove Curse
Abjuration
Level: Aetherian 4, Votary 3, Warden 3
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove curse counters and dispels bestow curse.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Repulsion
Abjuration
Level: Aetherian 6, Votary 7, Protection domain 7
Current: Aether or flux, as cast
Components: V, S, Fibrolite (aether casters)
Casting Time: 1 standard action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Fibrolite. An aether caster needs a fibrolite shard worth at least 50 gl, which is not consumed. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).
Exhausting. Flux needs no components, but a working this great drains the caster. A flux caster is exhausted after casting this spell. Rest removes the exhaustion as normal.
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Resilient Sphere
Evocation [Force]
Level: Aetherian 4, Engineer device 4
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 min./level (D)
Saving Throw: Reflex 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 globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Resist Energy
Abjuration
Level: Aetherian 2, Fleshgrafter implant 2, Votary 2, Warden 2
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude 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.
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Resistance
Abjuration
Level: Aetherian 0, Riftcaller 0, Votary 0, Warden 1
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Reverse Gravity
Transmutation
Level: Aetherian 7
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: No
This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Riveted Wall
Conjuration (Creation)
Level: Aetherian 6, Engineer device 6
Current: Aether
Components: V, S, Fibrolite
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to one 5-ft. square/level; see text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Mechanical creation. You throw a single riveted plate the size of a playing card. It grows, plate by plate and rivet by rivet, into a wall of iron. In other books this is wall of iron.
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.
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).
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A riveted wall is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Scorching Ray
Evocation [Fire]
Level: Aetherian 2, Fleshgrafter implant 2
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
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.
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Screen
Illusion (Glamer)
Level: Aetherian 8
Current: Aether
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours
Saving Throw: None or Will disbelief (if interacted with); see text
Spell Resistance: No
This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.
Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.
Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Scrying
Divination (Scrying)
Level: Aetherian 4
Current: Aether
Components: V, S, Fibrolite
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
Fibrolite. An aether caster needs a fibrolite shard worth at least 1,000 gl, which is not consumed. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).
No alignment. Eldriloch has no alignment. Where this spell refers to good, evil, law or chaos, use currents: good and law become flux, chaos becomes aether, and evil becomes the exspiratis.
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
| Knowledge | Will Save Modifier |
|---|---|
| |
| None1 | +10 |
| Secondhand (you have heard of the subject) | +5 |
| Firsthand (you have met the subject) | +0 |
| Familiar (you know the subject well) | -5 |
| Connection | Will Save Modifier |
| Likeness or picture | -2 |
| Possession or garment | -4 |
| Body part, lock of hair, bit of nail, etc. | -10 |
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Scrying, Greater
Divination (Scrying)
Level: Aetherian 7
Current: Aether
Components: V, S
Casting Time: 1 standard action
Duration: 1 hour/level
No alignment. Eldriloch has no alignment. Where this spell refers to good, evil, law or chaos, use currents: good and law become flux, chaos becomes aether, and evil becomes the exspiratis.
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sealed Sanctum
Abjuration
Level: Aetherian 5
Current: Aether
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
Eldriloch name. An area sealed against eyes, ears and patterns. Councils, guild boards and Sovereigni houses pay well for it. In other books this is mage's private sanctum.
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between an aetherian and her familiar.
The spell does not prevent creatures or objects from moving into and out of the area.
Sealed Sanctum can be made permanent with a permanency spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Secret Page
Transmutation
Level: Aetherian 3
Current: Aether
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or coil snare sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
See Invisibility
Divination
Level: Aetherian 2, Riftcaller 2, Fleshgrafter implant 2
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
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 can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Seeming
Illusion (Glamer)
Level: Aetherian 5
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes or No; see text
This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sending
Evocation
Level: Aetherian 5
Current: Aether
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sequester
Abjuration
Level: Aetherian 7
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature or object (up to a 2-ft. cube/level) touched
Duration: One day/level (D)
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)
When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.
Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shades
Illusion (Shadow)
Level: Aetherian 9
Current: Aether
This spell functions like shadow conjuration, except that it mimics aetherian and aetherian conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shadow Conjuration
Illusion (Shadow)
Level: Aetherian 4
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any aetherian conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.
Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shadow Conjuration, Greater
Illusion (Shadow)
Level: Aetherian 7
Current: Aether
This spell functions like shadow conjuration, except that it can duplicate any aetherian conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shadow Evocation
Illusion (Shadow)
Level: Aetherian 5
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a aetherian evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shadow Evocation, Greater
Illusion (Shadow)
Level: Aetherian 8
Current: Aether
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of aetherian evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shatter
Evocation [Sonic]
Level: Aetherian 2, Engineer device 2
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: Yes (object)
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.
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shield
Abjuration [Force]
Level: Aetherian 1, Riftcaller 1, Fleshgrafter implant 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
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.
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shocking Grasp
Evocation [Electricity]
Level: Aetherian 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shout
Evocation [Sonic]
Level: Aetherian 4, Fleshgrafter implant 4
Current: Aether
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)
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 emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shout, Greater
Evocation [Sonic]
Level: Aetherian 8
Current: Aether
Components: V, S
Range: 60 ft.
Saving Throw: Fortitude partial or Reflex negates (object); see text
This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shrink Item
Transmutation
Level: Aetherian 3
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched object of up to 2 cu. ft./level
Duration: One day/level; see text
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.
Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Silent Image
Illusion (Figment)
Level: Aetherian 1
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Spell Resistance
Abjuration
Level: Fleshgrafter implant 5, Votary 5, Protection domain 5
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
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 creature gains spell resistance equal to 12 + your caster level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Spell Turning
Abjuration
Level: Aetherian 7, Riftcaller 7, Fortune domain 7
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.
| d% | Effect |
|---|---|
| 01-70 | Spell drains away without effect. |
| 71-80 | Spell affects both of you equally at full effect. |
| 81-97 | Both turning effects are rendered nonfunctional for 1d4 minutes. |
| 98-100 | Both of you go through a rift into another plane. |
Open Game Content from the System Reference Document, adapted for Eldriloch.
Stone Shape
Transmutation [Earth]
Level: Aetherian 4
Current: Aether
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Stoneskin
Abjuration
Level: Aetherian 4, Engineer device 4, Fleshgrafter implant 4, Strength domain 6
Current: Aether or flux, as cast
Components: V, S, Fibrolite (aether casters)
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
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.
Fibrolite. An aether caster needs a fibrolite shard worth at least 250 gl, consumed in the casting. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).
Exhausting. Flux needs no components, but a working this great drains the caster. A flux caster is exhausted after casting this spell. Rest removes the exhaustion as normal.
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sulfur Fumes
Conjuration (Creation)
Level: Aetherian 3, Riftcaller 3, Engineer device 3
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 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
Mechanical creation. Foundry fumes pour out of the air: yellow, sulfurous and nauseating. A rebreather mask gives its usual bonus against them. In other books this is stinking 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.
Sulfur Fumes creates a bank of fog like that created by boiler fog, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Sulfur Fumes can be made permanent with a permanency spell. A permanent sulfur fumes dispersed by wind reforms in 10 minutes.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sunburst
Evocation [Light]
Level: Aetherian 8, Dawn domain 7
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
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.