Chapter IX · Magic
Flux Spells
Flux heals, strengthens, protects and steadies, and the Covenant would like you to stop there. These lists include everything flux can do, including the spells the Covenant forbids. A † marks them.
Key: † forbidden for Covenant flux users (see The Covenant's Restraint). 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–H, I–P, R–Z. For a compact list by class and level, see Spells by Class.
Votary Spells
0-Level Votary Spells (Orisons)
Cure Minor Wounds: Cures 1 point of damage.
Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw or skill check.
Light: Object shines like a torch with Aostre's light.
Resistance: Subject gains +1 on saving throws.
Stabilize EL: A dying creature stops losing hit points.
Virtue: Subject gains 1 temporary hit point.
1st-Level Votary Spells
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Cause Fear †: One creature of 5 HD or less flees for 1d4 rounds.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Favor of the Flow: You gain +1 per three levels on attack and damage rolls.
Doom †: One subject takes –2 on attack rolls, damage rolls, saves and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have a 20% miss chance.
Flux Bolt † EL: Ray of life force deals 1d6/two levels to a living creature.
Inflict Light Wounds †: Touch deals 1d8 damage +1/level (max +5).
Lesser Quickening EL: Subject gains fast healing 1 for 10 rounds +1 round/level.
Protection from Aether, Flux or the Exspiratis: +2 to AC and saves against the chosen current, counters mind control (see Currents).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Second Breath EL: Subject gets a second save against an ongoing effect.
Rite of Transition EL: Grants a soul peaceful passage. The corpse can't host an exspiratis.
Sanctuary: Opponents can't attack you, and you can't attack.
Sense the Flow EL: Sense living creatures, their health and who can use flux.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd-Level Votary Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Iron Endurance: Subject gains +4 to Con for 1 min./level.
Iron Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Death Knell †: Kills a dying creature. You gain 1d8 temporary hp, +2 to Str and +1 caster level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Commanding Presence: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Flux Blade † EL: Weapon deals +1d6 damage to living creatures.
Flux Shield EL: Hemisphere of light deflects arrows and projectiles.
Gentle Repose: Preserves one corpse.
Hold Person †: Stops the flow in one humanoid's limbs, paralyzing it for 1 round/level.
Inflict Moderate Wounds †: Touch attack, 2d8 damage +1/level (max +10).
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Steady Mind: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Shield Other: You take half of subject's damage.
Status: Monitors condition and position of allies.
Zone of Truth: Subjects within range can't lie. The Covenant calls it the Circle of Truth.
3rd-Level Votary Spells
Bestow Curse †: –6 to an ability score; –4 on attack rolls, saves and checks; or 50% chance of losing each action.
Blindness/Deafness †: Makes subject blinded or deafened.
Contagion †: Infects subject with chosen disease.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of Aostre's bright light.
Dispel Magic: Cancels spells and magical effects, aether or flux.
Inflict Serious Wounds †: Touch attack, 3d8 damage +1/level (max +15).
Magic Circle against Aether, Flux or the Exspiratis: As the protection spell, but 10-ft. radius and 10 min./level.
Mass Lesser Quickening EL: As lesser quickening, but one subject/level.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light †: Ray of dawn light deals 1d8/two levels.
Sever the Flow EL: Cuts a creature off from flux and ends an ashen's Manifestation.
Speak with Dead: A corpse whose soul hasn't faded answers one question/two levels.
Quickening EL: As lesser quickening, but fast healing 2.
Water Breathing: Subjects can breathe underwater.
4th-Level Votary Spells
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Hold the Last Breath EL: Subject doesn't die from hit point loss for 1 round/level.
Discern Lies: Reveals deliberate falsehoods.
Divination: The flow offers useful advice about a specific proposed action.
Power of the Flow: You gain attack bonus, +6 to Str and 1 hp/level.
Flux Smite: Burst damages and blinds aether and exspiratis creatures; half damage to those with no current (see Currents).
Freedom of Movement: Subject moves normally despite impediments.
Imbue with Spell Ability: Transfers spells to a gifted subject.
Inflict Critical Wounds †: Touch attack, 4d8 damage +1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison †: Touch deals 1d10 Con damage, repeats in 1 min.
Chorus of the Faithful EL: Allies gain +2 to AC, attacks and saves; +3 if they share your patron.
Restoration: Restores level and ability score drains.
Spell Immunity: Subject is immune to one spell per four levels.
5th-Level Votary Spells
Atonement: Removes the burden of misdeeds from subject and restores a lost connection to flux.
Break Enchantment: Frees subjects from enchantments, alterations, curses and petrification.
Commune: Your deity (or, for heretics, the flow itself) answers one yes-or-no question/level.
Flame Strike †: A column of sunfire deals 1d6/level damage.
Greater Quickening EL: As lesser quickening, but fast healing 4.
Mark of Justice: Designates an action that will trigger a curse on the subject.
Mass Cure Light Wounds: Cures 1d8 damage +1/level for many creatures.
Mass Inflict Light Wounds †: Deals 1d8 damage +1/level to many creatures.
Raise Dead: Restores life to a subject who died as long as one day/level ago, before its soul pattern fades.
Call Back the Breath EL: Restores life to a creature that died no more than 1 round ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Slay Living †: Touch attack stops the flow of life entirely.
Spell Resistance: Subject gains SR 12 + level.
6th-Level Votary Spells
Antilife Shell: 10-ft. field hedges out living creatures.
Geas/Quest: Binds a subject to an oath. Covenant courts use it for sworn penance.
Harm †: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Mass Iron Endurance: As iron endurance, affects one subject/level.
Mass Iron Strength: As iron strength, affects one subject/level.
Mass Cure Moderate Wounds: Cures 2d8 damage +1/level for many creatures.
Mass Commanding Presence: As commanding presence, affects one subject/level.
Mass Inflict Moderate Wounds †: Deals 2d8 damage +1/level to many creatures.
Mass Steady Mind: As steady mind, affects one subject/level.
7th-Level Votary Spells
Destruction †: Kills subject and destroys remains.
Greater Restoration: As restoration, plus restores all levels and ability scores.
Mass Cure Serious Wounds: Cures 3d8 damage +1/level for many creatures.
Mass Inflict Serious Wounds †: Deals 3d8 damage +1/level to many creatures.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). The limit of what flux can heal.
Repulsion: Creatures can't approach you.
Resurrection: Fully restores a dead subject whose soul pattern remains.
8th-Level Votary Spells
Antimagic Field: Negates magic, aether and flux alike, within 10 ft.
Discern Location: Reveals exact location of a living creature.
Greater Spell Immunity: As spell immunity, but up to 8th-level spells.
Radiant Aura: +4 to AC, +4 resistance and SR 25 against aether and exspiratis creatures and spells.
Mass Cure Critical Wounds: Cures 4d8 damage +1/level for many creatures.
Mass Inflict Critical Wounds †: Deals 4d8 damage +1/level to many creatures.
9th-Level Votary Spells
Energy Drain †: Subject gains 2d4 negative levels.
Implosion †: Kills one creature/round.
Mass Heal: As heal, but with several subjects.
Miracle: Requests a deity's intercession, or for heretics, bends the whole flow of life at once.
Soul Bind †: Traps a newly dead soul's pattern to prevent its return.
True Resurrection: As resurrection, plus remains aren't needed.
Warden Spells
1st-Level Warden Spells
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Weapon: Weapon strikes true against heretics and abominations.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or object.
Favor of the Flow: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Flux Blade † EL: Weapon deals +1d6 damage to living creatures.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Lesser Quickening EL: Subject gains fast healing 1 for 10 rounds +1 round/level.
Protection from Aether, Flux or the Exspiratis: +2 to AC and saves against the chosen current, counters mind control (see Currents).
Resistance: Subject gains +1 on saving throws.
Second Breath EL: Subject gets a second save against an ongoing effect.
Rite of Transition EL: Grants a soul peaceful passage.
Sense the Flow EL: Sense living creatures and who can use flux.
Virtue: Subject gains 1 temporary hp.
2nd-Level Warden Spells
Iron Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Commanding Presence: Subject gains +4 to Cha for 1 min./level.
Flux Shield EL: Hemisphere of light deflects arrows and projectiles.
Steady Mind: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Shield Other: You take half of subject's damage.
Zone of Truth: Subjects within range can't lie.
3rd-Level Warden Spells
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Magic Circle against Aether, Flux or the Exspiratis: As the protection spell, but 10-ft. radius and 10 min./level.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Sever the Flow EL: Cuts a creature off from flux and ends an ashen's Manifestation.
Quickening EL: As lesser quickening, but fast healing 2.
4th-Level Warden Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Freedom of Movement: Subject moves normally despite impediments.
Mark of Justice: Designates an action that will trigger a curse on the subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
Flux Domains
Domain spells that name an alignment use currents instead (see Currents). A Covenant votary chooses two domains from their patron deity (see Deities). A heretic chooses any two, and can take the Ruin domain, which only heretics can take. Each domain grants a power and adds one spell per spell level, cast from the votary's domain slot.
| Domain | Deities | Granted Power | Domain Spells (1st–9th) |
|---|---|---|---|
| Courage | Brynghar, Kendaunt, Solcharr | Proficiency and Weapon Focus with your deity's favored weapon as bonus feats. | remove fear, aid, heroism, power of the flow, righteous might, greater heroism, mass iron strength, radiant aura, miracle |
| Dawn | Aostre, Solcharr | Daybreak: once per day, a flash of light dazzles hostile creatures within 20 ft. for 1 minute (Fort negates, DC 10 + ½ level + Wis modifier). | endure elements, daylight, searing light †, fire shield, flame strike †, sunbeam †, sunburst †, radiant aura, mass heal |
| Fortune | Esriya, Khareus, Nylshyra | Good fortune: once per day, reroll one roll you just made. | entropic shield, aid, protection from energy, freedom of movement, break enchantment, find the path, spell turning, moment of prescience, miracle |
| Growth | Aostre, Selphail | Knowledge (nature) is a class skill, and you cast plant spells at +1 caster level. | entangle, barkskin, plant growth, command plants, awaken, repel wood, animate plants, control plants, mass heal |
| Hearth | Itira, Selphail | Gather together: once per day, as a standard action, allies within 30 ft. gain a +2 morale bonus on saves for 1 minute. | bless, shield other, remove disease, neutralize poison, atonement, mass cure moderate wounds, greater restoration, discern location, mass heal |
| Hunt | Esriya, Khareus | Track as a bonus feat, and Survival is a class skill. | calm animals, hold animal, dominate animal, locate creature, commune with nature, antilife shell, animal shapes, discern location, shapechange |
| Life | Aostre, Itira, Selphail | Cast healing spells at +1 caster level. | cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds, mass cure light wounds, heal, regenerate, mass cure critical wounds, mass heal |
| Order | Kendaunt, Odien, Solcharr | +2 bonus on Sense Motive checks, and you know when anyone breaks an oath sworn in your presence. | command, zone of truth, discern lies, mark of justice, dispel aether, geas/quest, dictum (against aether), shield against aether, dominate monster |
| Passage | Itira, Nylshyra, Odien | Cast rite of transition once per day as a spell-like ability, and gain a +2 bonus on saves against death effects. | deathwatch, gentle repose, speak with dead, death ward, raise dead, slay living †, resurrection, destruction †, true resurrection |
| Protection | Aostre, Brynghar, Esriya, Kendaunt, Khareus, Nylshyra, Odien | Protective ward: once per day, grant a creature a resistance bonus equal to your level on its next save. | sanctuary, shield other, protection from energy, spell immunity, spell resistance, antimagic field, repulsion, mind blank, prismatic sphere |
| Ruin | None (heretics only) | Cast forbidden (†) spells at +1 caster level, and the save DC of your damaging Flux Surge increases by 1. | flux bolt, flux blade, searing light, inflict critical wounds, slay living, harm, destruction, mass inflict critical wounds, implosion |
| Strength | Brynghar, Khareus | Feat of strength: once per day, gain an enhancement bonus to Str equal to your level for 1 round. | enlarge person, iron strength, heroism, spell immunity, righteous might, stoneskin, grasping gauntlet, clenched gauntlet, crushing gauntlet |
The hands of the Strength domain are forms of raw life force, not aetheric force. Flux can take shape as shields, bolts and fists, as the setting outline describes.