Chapter IX · Magic
Flux Spells A–C
Full descriptions of the core spells on Eldriloch's votary and warden spells and the flux domains, 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 Flux Spells.
Flux Spells: A–C · D–H · I–P · R–Z
On This Page
- Aid
- Animal Shapes
- Animate Plants
- Antilife Shell
- Antimagic Field
- Atonement
- Awaken
- Bane
- Barkskin
- Bestow Curse
- Bless
- Bless Weapon
- Blindness/Deafness
- Break Enchantment
- Calm Animals
- Calm Emotions
- Cause Fear
- Clenched Gauntlet
- Command
- Command Plants
- Commanding Presence
- Commune
- Commune with Nature
- Contagion
- Control Plants
- Crushing Gauntlet
- Cure Critical Wounds
- Cure Critical Wounds, Mass
- Cure Light Wounds
- Cure Light Wounds, Mass
- Cure Minor Wounds
- Cure Moderate Wounds
- Cure Moderate Wounds, Mass
- Cure Serious Wounds
- Cure Serious Wounds, Mass
Aid
Enchantment (Compulsion) [Mind-Affecting]
Level: Votary 2, Courage domain 2, Fortune domain 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Animal Shapes
Transmutation
Level: Hunt domain 7
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature per level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target’s new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject’s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Animate Plants
Transmutation
Level: Growth domain 7
Current: Flux
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually don’t have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle:
Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Antilife Shell
Abjuration
Level: Votary 6, Hunt domain 6
Current: Flux
Components: V, S
Casting Time: 1 round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
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.
Atonement
Abjuration
Level: Votary 5, Hearth domain 5
Current: Flux
Components: V, S, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
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.
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 removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change:
If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.
Restore Class:
A warden who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.
Restore Cleric or Druid Spell Powers:
A votary or votary who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another votary of the same deity or another votary. If the transgression was intentional, the casting votary loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.
Redemption or Temptation:
You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.
XP Cost:
When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Awaken
Transmutation
Level: Growth domain 5
Current: Flux
Components: V, S, XP
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).
The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost:
250 XP.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Bane
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Votary 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.
Bane counters and dispels bless.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Barkskin
Transmutation
Level: Growth domain 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Bestow Curse
Necromancy
Level: Votary 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Forbidden. The Covenant's Restraint forbids this spell. A Covenant votary or warden who casts it on a living creature must make a Restraint save (see Rules of Flux). Heretics cast it freely.
You place a curse on the subject. Choose one of the following three effects.
- -6 decrease to an ability score (minimum 1).
- -4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Bless
Enchantment (Compulsion) [Mind-Affecting]
Level: Votary 1, Warden 1, Hearth domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Bless Weapon
Transmutation
Level: Warden 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
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 transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Blindness/Deafness
Necromancy
Level: Votary 3
Current: Flux
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Forbidden. The Covenant's Restraint forbids this spell. A Covenant votary or warden who casts it on a living creature must make a Restraint save (see Rules of Flux). Heretics cast it freely.
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
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.
Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
Level: Hunt domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Votary 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a entertainer’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cause Fear
Necromancy [Fear, Mind-Affecting]
Level: Votary 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
Forbidden. The Covenant's Restraint forbids this spell. A Covenant votary or warden who casts it on a living creature must make a Restraint save (see Rules of Flux). Heretics cast it freely.
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Cause fear counters and dispels remove fear.
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.
Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Order domain 1
Current: Flux
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach:
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop:
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall:
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee:
On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt:
The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Command Plants
Transmutation
Level: Growth domain 4
Current: Flux
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Commanding Presence
Transmutation
Level: Votary 2, Warden 2
Current: Flux
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 eagle's splendor.
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and entertainers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Commune
Divination
Level: Votary 5
Current: Flux
Components: V, S, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/level
You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A votary of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
XP Cost:
100 XP.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Commune with Nature
Divination
Level: Hunt domain 5
Current: Flux
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Contagion
Necromancy [Exspiratis]
Level: Votary 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Forbidden. The Covenant's Restraint forbids this spell. A Covenant votary or warden who casts it on a living creature must make a Restraint save (see Rules of Flux). Heretics cast it freely.
The subject contracts a disease selected from the table, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Control Plants
Transmutation
Level: Growth domain 8
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: No
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Suicidal or self-destructive commands are simply ignored.
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.
Cure Critical Wounds
Conjuration (Healing)
Level: Votary 4, Life domain 4
Current: Flux
This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Critical Wounds, Mass
Conjuration (Healing)
Level: Votary 8, Life domain 8
Current: Flux
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Light Wounds
Conjuration (Healing)
Level: Votary 1, Warden 1, Life domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
When laying your hand upon a living creature, you channel flux that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by reversed flux, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Light Wounds, Mass
Conjuration (Healing)
Level: Votary 5, Life domain 5
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
You channel flux to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Minor Wounds
Conjuration (Healing)
Level: Votary 0
Current: Flux
This spell functions like cure light wounds, except that it cures only 1 point of damage.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Moderate Wounds
Conjuration (Healing)
Level: Votary 2, Warden 3, Life domain 2
Current: Flux
This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Moderate Wounds, Mass
Conjuration (Healing)
Level: Votary 6, Hearth domain 6
Current: Flux
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Serious Wounds
Conjuration (Healing)
Level: Votary 3, Warden 4, Life domain 3
Current: Flux
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Cure Serious Wounds, Mass
Conjuration (Healing)
Level: Votary 7
Current: Flux
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).
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.