Chapter IX · Magic
Aether Spells
The aether moves, shapes, heats, freezes, lights and hides. It opens space and closes it. It never reaches inside a living thing. Every spell on these lists works on the world around a creature, not the creature itself.
Key: § Sunder-touched: patterns that open passages through space or into other planes. They are banned everywhere since the Dark Sunder, known to almost no one, and available only with the Game Master's permission. SC Spell Compendium. ECS Eberron Campaign Setting. EL new to Eldriloch (see New Spells). Unmarked spells are from the Player's Handbook. Full descriptions of every unmarked spell, adapted for Eldriloch, are on the following pages: A–C, D–F, G–L, M–O, P–R, S, T–W. For a compact list by class and level, see Spells by Class.
Aetherian Patterns
0-Level Aetherian Patterns (Thread Tricks)
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks. Can't affect living tissue.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and pattern books.
Resistance: Subject gains +1 on saving throws.
1st-Level Aetherian Patterns
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Benign Transposition § SC: Two willing subjects switch places.
Burning Hands: 1d4/level fire damage (max 5d4).
Color Spray: A flash of bent light knocks unconscious, blinds and/or stuns weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Bends light to change your appearance.
Endure Elements: Exist comfortably in hot or cold environments.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes a 10-ft. square or one object slippery.
Hold Portal: Holds a door shut.
Identify: Determines properties of a magic item.
Jump: Subject gets a bonus on Jump checks.
Kelgore's Fire Bolt SC: 1d6/level fire damage (max 5d6) to one target.
Lesser Orb of Acid, Cold, Electricity, Fire or Sound SC: Ranged touch attack deals 1d8 damage +1d8 per two levels beyond 1st (max 5d8).
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Nystul's Magic Aura: Alters an object's magic aura.
Obscuring Mist: Fog surrounds you.
Protection from Aether, Flux or the Exspiratis: +2 to AC and saves against the chosen current, counters mind control (see Currents).
Repair Light Damage ECS: Repairs 1d8 damage +1/level (max +5) to a construct or object.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image: Creates a minor illusion of your design.
Tenser's Floating Disk: Creates a 3-ft.-diameter horizontal disk that holds 100 lb./level.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force that obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
Wooden Grasp EL: Wooden tendrils burst from the boards and entangle creatures.
2nd-Level Aetherian Patterns
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Arcane Lock: Magically locks a portal or chest.
Blur: Attacks miss subject 20% of the time.
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Dimension Hop § SC: Teleports subject a short distance.
Flaming Sphere: Creates a rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Knife SC: Magical shard of ice deals cold damage.
Invisibility: Light bends around the subject for 1 min./level or until it attacks.
Kindle the Grain EL: A 10-ft. square of wood bursts into flame from within.
Knock: Opens a locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward an object (specific or type).
Magic Mouth: Speaks once when triggered.
Make Whole: Repairs an object completely.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks an object against scrying.
Phantom Trap: Makes a lock or other small mechanism seem to be trapped.
Protection from Arrows: Subject immune to most ranged attacks.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Repair Moderate Damage ECS: Repairs 2d8 damage +1/level (max +10) to a construct or object.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Rope Trick: As many as eight creatures hide in an extradimensional space.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Spider Climb: Grants the ability to walk on walls and ceilings.
Stone Snare EL: Stone spindles rise from the ground and net one creature.
Wall of Gloom SC: Wall of shadow blocks sight.
Web: Fills a 20-ft.-radius spread with sticky spiderwebs.
Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Aetherian Patterns
Arcane Sight: Magical auras become visible to you.
Blink: You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss subject 50% of the time.
Explosive Runes: Deals 6d6 damage when read.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Greater Magic Weapon: +1 bonus/four levels (max +5).
Illusory Script: Only the intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Keen Edge: Doubles normal weapon's threat range.
Leomund's Tiny Hut: Creates shelter for ten creatures.
Lightning Bolt: Electricity deals 1d6/level damage.
Magic Circle against Aether, Flux or the Exspiratis: As the protection spell, but 10-ft. radius and 10 min./level.
Major Image: As silent image, plus sound, smell and thermal effects.
Nondetection: Hides subject from divination and scrying.
Phantom Steed: Magic horse of force appears for 1 hour/level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Repair Serious Damage ECS: Repairs 3d8 damage +1/level (max +15) to a construct or object.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil: Creates a text symbol that immobilizes the reader.
Shockwave EL: Burst of force deals 1d4/level and knocks creatures prone.
Shrink Item: Object shrinks to one-sixteenth size.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Tongues: Speak any language.
Wind Wall: Deflects arrows, smaller creatures and gases.
4th-Level Aetherian Patterns
Aether Hammer: Burst of force damages and slows flux and exspiratis creatures; half damage to those with no current (see Currents).
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door §: Teleports you short distance.
Dimensional Anchor: Bars extradimensional movement.
Evard's Black Tentacles: Tentacles grapple all within 20 ft. spread.
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Trap: Opened object deals 1d4 +1/level damage.
Force Missiles SC: Missiles of force deal 2d6 damage and explode.
Greater Invisibility: As invisibility, but subject can attack and stay invisible.
Hallucinatory Terrain: Makes one type of terrain appear like another.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall: Wall, floor or ceiling looks real, but anything can pass through.
Leomund's Secure Shelter: Creates a sturdy cottage.
Lesser Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.
Locate Creature: Indicates direction to a familiar creature.
Minor Creation: Creates one cloth or wood object.
Orb of Acid, Cold, Electricity, Fire, Force or Sound SC: Ranged touch attack deals 1d6/level damage (max 15d6).
Remove Curse: Frees an object or person from a curse.
Repair Critical Damage ECS: Repairs 4d8 damage +1/level (max +20) to a construct or object.
Resilient Sphere: Force globe protects but traps one subject.
Scrying: Spies on subject from a distance.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Stone Shape: Sculpts stone into any shape.
Stoneskin: Ignore 10 points of damage per attack.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through the wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5th-Level Aetherian Patterns
Bigby's Interposing Hand: Hand provides cover against one opponent.
Break Enchantment: Frees subjects from enchantments, alterations, curses and petrification.
Cloudkill: Kills 3 HD or less. 4–6 HD save or die, 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Fabricate: Transforms raw materials into finished items.
False Vision: Fools scrying with an illusion.
Leomund's Secret Chest: Hides an expensive chest in another plane, which you retrieve at will.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mordenkainen's Faithful Hound: Phantom dog can guard, attack.
Mordenkainen's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates a passage through wood or stone wall.
Permanency: Makes certain spells permanent. The one way to make a weave hold forever.
Persistent Image: As major image, but no concentration required.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Seeming: Changes appearance of one person per two levels.
Sending: Delivers a short message anywhere, instantly.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Telekinesis: Moves objects, attacks creatures or hurls objects or creatures.
Teleport §: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
6th-Level Aetherian Patterns
Acid Fog: Fog deals acid damage.
Analyze Dweomer: Reveals magical aspects of subject.
Antimagic Field: Negates magic within 10 ft.
Bigby's Forceful Hand: Hand pushes creatures away.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency: Sets trigger condition for another spell.
Control Water: Raises or lowers bodies of water.
Disintegrate: Unravels the web of one creature's matter or object. 2d6/level damage.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Greater Dispel Magic: As dispel magic, but up to +20 on check.
Guards and Wards: Array of magic effects protect area.
Legend Lore: Lets you learn tales about a person, place or thing.
Mislead: Turns you invisible and creates illusory double.
Move Earth: Digs trenches and builds hills.
Otiluke's Freezing Sphere: Freezes water or deals cold damage.
Permanent Image: Includes sight, sound and smell.
Programmed Image: As major image, plus triggered by event.
Repulsion: Creatures can't approach you.
Shadow Walk §: Step into shadow to travel rapidly.
True Seeing: Lets you see all things as they really are.
Veil: Changes appearance of group of creatures.
Wall of Iron: 30 hp/four levels; can topple onto foes.
7th-Level Aetherian Patterns
Banishment: Banishes 2 HD/level of extraplanar creatures, including exspiratis without a host.
Bigby's Grasping Hand: Large hand provides cover, pushes or grapples.
Control Weather: Changes weather in local area.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Drawmij's Instant Summons §: Prepared object appears in your hand.
Ethereal Jaunt §: You become ethereal for 1 round/level.
Forcecage: Cube or cage of force imprisons all inside.
Greater Arcane Sight: As arcane sight, but also reveals magic effects on creatures and objects.
Greater Scrying: As scrying, but faster and longer.
Greater Shadow Conjuration: As shadow conjuration, but up to 6th level and 60% real.
Greater Teleport §: As teleport, but no range limit and no off-target arrival.
Mass Invisibility: As invisibility, but affects all in range.
Mordenkainen's Magnificent Mansion: Door leads to extradimensional mansion.
Mordenkainen's Sword: Floating magic blade strikes opponents.
Phase Door §: Creates an invisible passage through wood or stone.
Plane Shift §: As many as eight subjects travel to another plane.
Prismatic Spray: Rays hit subjects with variety of effects.
Project Image: Illusory double can talk and cast spells.
Reverse Gravity: Objects and creatures fall upward.
Sequester: Subject is invisible to sight and scrying.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport Object §: As teleport, but affects a touched object.
Vision: As legend lore, but quicker and strenuous.
8th-Level Aetherian Patterns
Bigby's Clenched Fist: Large hand provides cover, pushes or attacks your foes.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Greater Prying Eyes: As prying eyes, but eyes have true seeing.
Greater Shadow Evocation: As shadow evocation, but up to 7th level and 60% real.
Greater Shout: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze §: Traps subject in extradimensional maze.
Mind Blank: Subject is immune to mental and emotional magic and scrying.
Moment of Prescience: You gain insight bonus on a single attack roll, check or save.
Otiluke's Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Prismatic Wall: Wall's colors have array of effects.
Protection from Spells: Confers +8 resistance bonus.
Screen: Illusion hides area from vision, scrying.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9th-Level Aetherian Patterns
Bigby's Crushing Hand: Large hand provides cover, pushes or crushes your foes.
Etherealness §: Travel to Ethereal Plane with companions.
Foresight: "Sixth sense" warns of impending danger. The web read well enough to predict outcomes.
Freedom: Releases creature from imprisonment.
Gate §: Connects two planes for travel or summoning. The pattern the runekar were reaching for when they caused the Dark Sunder.
Imprisonment: Entombs subject beneath the earth.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Mordenkainen's Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Refuge §: Alters item to transport its possessor to you.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Teleportation Circle §: Circle teleports any creature inside to designated spot.
Time Stop: You act freely for 1d4+1 rounds.
Wish: As limited wish, but with fewer limits. Even a wish can't touch living flesh directly.
Not on the Aetherian List
The aether can't reach inside a living creature, so these sorcerer/wizard spells are left out: all enchantment (charm person, sleep, hold person, suggestion, confusion, dominate person, power word spells); all necromancy (cause fear, ray of enfeeblement, false life, vampiric touch, enervation, finger of death); transmutations of a living body (enlarge and reduce person, alter self, the ability boosts, darkvision, gaseous form, water breathing, haste, slow, polymorph, baleful polymorph, flesh to stone, stone to flesh, Tenser's transformation, statue, iron body, shapechange); mind-reading and mind phantasms (detect thoughts, telepathic bond, phantasmal killer, dream, nightmare, weird); fascinating patterns (hypnotic pattern, rainbow pattern, scintillating pattern); and spells that summon or call creatures (summon monster, mount, planar binding, simulacrum), since the aether can move a creature but never make one.
Engineer Devices
Engineers can ready these spells as devices. Each device's name and form is given on the engineer device list. Repair kits restore hit points to objects and constructs only.
1st-Level Devices
burning hands, color spray, feather fall, grease, mage armor, magic missile, magic weapon, obscuring mist, Tenser's floating disk, patch kit (as repair light damage ECS)
2nd-Level Devices
arcane lock, flaming sphere, fog cloud, glitterdust, knock, levitate, pyrotechnics, shatter, web, repair kit (as repair moderate damage ECS)
3rd-Level Devices
daylight, dispel magic, fireball, fly, greater magic weapon, keen edge, lightning bolt, magic vestment (armor only), stinking cloud, water breathing, wind wall
4th-Level Devices
Evard's black tentacles, ice storm, minor creation, resilient sphere, solid fog, stoneskin, wall of fire, overhaul kit (as repair critical damage ECS)
5th-Level Devices
cloudkill, cone of cold, fabricate, overland flight, telekinesis, wall of force, wall of stone
6th-Level Devices
acid fog, chain lightning, disintegrate, guards and wards, move earth, wall of iron
Fleshgrafter Implants
Fleshgrafters can prime these spells as implants. The machine in the host's body does the work, not the aether acting on flesh, which is why spells that change a body appear here and nowhere else in aether magic. Each implant's name is given on the fleshgrafter implant list. No implant heals.
1st-Level Implants
endure elements, expeditious retreat, feather fall, jump, mage armor, magic missile, magic weapon, shield, true strike, ablative plating
2nd-Level Implants
bear's endurance, blur, bull's strength, cat's grace, darkvision, resist energy, scorching ray, see invisibility, spider climb, ablative plating II
3rd-Level Implants
displacement, fly, greater magic weapon, haste (host only), keen edge, lightning bolt, protection from energy, water breathing
4th-Level Implants
fire shield, freedom of movement, greater invisibility, ice storm, shout, stoneskin, ablative plating III
5th-Level Implants
cone of cold, overland flight, spell resistance, telekinesis
6th-Level Implants
chain lightning, disintegrate, Tenser's transformation, true seeing