Eldriloch Player's Reference

Chapter IX · Magic

Flux Spells D–H


Full descriptions of the core spells on Eldriloch's votary and warden spells and the flux domains, D–H. 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

Daylight

Evocation [Light]
Level: Aetherian 3, Engineer device 3, Votary 3, Warden 3, Dawn domain 2
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

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 object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

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

Death Knell

Necromancy [Death, Evil]
Level: Votary 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
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 draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.

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

Death Ward

Necromancy
Level: Votary 4, Warden 4, Passage domain 4
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is immune to all death spells, magical death effects, energy drain, and any reversed flux effects.

This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

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

Deathwatch

Necromancy [Exspiratis]
Level: Votary 1, Passage domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

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

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.

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

Delay Poison

Conjuration (Healing)
Level: Votary 2, Warden 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

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

Destruction

Necromancy [Death]
Level: Votary 7, Passage domain 8, Ruin domain 7
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
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.

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.

This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

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

Detect Poison

Divination
Level: Aetherian 0, Votary 0, Warden 1
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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

Dictum

Evocation [Lawful, Sonic]
Level: Order domain 7
Current: Flux
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

In Eldriloch, dictum is the Covenant's word against the aether.

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

Any aether creature within the area of a dictum spell suffers the following ill effects.

HD Effect
Equal to caster level Deafened
Up to caster level -1 Slowed, deafened
Up to caster level -5 Paralyzed, slowed, deafened
Up to caster level -10 Killed, paralyzed, slowed, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened:

The creature is deafened for 1d4 rounds.

Slowed:

The creature is slowed, as by the slow spell, for 2d4 rounds.

Paralyzed:

The creature is paralyzed and helpless for 1d10 minutes.

Killed:

Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, aether extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by dictum.

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

Discern Lies

Divination
Level: Votary 4, Warden 3, Order domain 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No

Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different subject.

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

Discern Location

Divination
Level: Aetherian 8, Votary 8, Hearth domain 8, Hunt domain 8
Current: Aether or flux, as cast
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

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

Dispel Aether

Abjuration [Flux]
Level: Order domain 5
Current: Flux

In Eldriloch this Order domain spell is turned against the aether.

This spell functions like dispel evil, except that you are surrounded by constant, blue, flux energy, and the spell affects aether creatures and spells rather than evil ones.

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

Dispel Magic

Abjuration
Level: Aetherian 3, Riftcaller 3, Engineer device 3, Votary 3, Warden 3
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

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 use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel:

One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel:

When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell:

When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

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

Divination

Divination
Level: Votary 4
Current: Flux
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

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.

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

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

Dominate Animal

Enchantment (Compulsion) [Mind-Affecting]
Level: Hunt domain 3
Current: Flux
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

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

Dominate Monster

Enchantment (Compulsion) [Mind-Affecting]
Level: Order domain 9
Current: Flux
Target: One creature

This spell functions like dominate person, except that the spell is not restricted by creature type.

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

Doom

Necromancy [Fear, Mind-Affecting]
Level: Votary 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
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.

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

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

Endure Elements

Abjuration
Level: Aetherian 1, Fleshgrafter implant 1, Votary 1, Warden 1, Dawn domain 1
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
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.

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

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

Energy Drain

Necromancy
Level: Votary 9
Current: Flux
Saving Throw: Fortitude partial; see text for enervation

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.

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

This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.

An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.

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

Enlarge Person

Transmutation
Level: Strength domain 1
Current: Flux
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack,.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

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

Entangle

Transmutation
Level: Growth domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

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

Enthrall

Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Votary 2
Current: Flux
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: 1 hour or less
Saving Throw: Will negates; see text
Spell Resistance: Yes

If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

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

Entropic Shield

Abjuration
Level: Votary 1, Fortune domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

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.

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

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

Favor of the Flow

Evocation
Level: Votary 1, Warden 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute

Eldriloch name. The flux runs strong in the caster for a moment, as the Covenant says their patron wills. In other books this is divine favor.

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

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

Find the Path

Divination
Level: Fortune domain 6
Current: Flux
Components: V, S
Casting Time: 3 rounds
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)

The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.

The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.

This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).

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

Fire Shield

Evocation [Fire or Cold]
Level: Aetherian 4, Fleshgrafter implant 4, Dawn domain 4
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/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.

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)—blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

Warm Shield:

The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield:

The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

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

Flame Strike

Evocation [Fire]
Level: Votary 5, Dawn domain 5
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
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.

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from power of the flow and is therefore not subject to being reduced by resistance to fire-based attacks.

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

Flux Smite

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

In Eldriloch this spell is flux turned against the aether and the exspiratis.

You draw down flux to smite your enemies. Only aether, exspiratis and currentless creatures are harmed by the spell; flux creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each aether or exspiratis creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an aether or exspiratis outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

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

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

Freedom of Movement

Abjuration
Level: Fleshgrafter implant 4, Votary 4, Warden 4, Fortune domain 4
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 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.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, coal smog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

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

Geas/Quest

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Votary 6, Order domain 6
Current: Flux
Casting Time: 10 minutes
Target: One living creature
Saving Throw: None

This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.

Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

Bards, aetherians, and aetherians usually refer to this spell as geas, while votaries call the same spell quest.

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

Gentle Repose

Necromancy
Level: Votary 2, Passage domain 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

The spell also works on severed body parts and the like.

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

Grasping Gauntlet

Evocation [Force]
Level: Aetherian 7, Strength domain 7
Current: Aether or flux, as cast
Components: V, S

Eldriloch name. A huge gauntlet of force seizes and pins the target. In other books this is grasping hand.

This spell functions like interposing gauntlet, except the gauntlet can also grapple one opponent that you select. The grasping gauntlet gets one grapple attack per round.

Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for aetherians, votaries, and aetherians, respectively), +10 for the gauntlet’s Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The gauntlet holds but does not harm creatures it grapples.

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

The grasping gauntlet can also bull rush an opponent as forceful gauntlet does, but at a +16 bonus on the Strength check (+10 for Strength 31, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing gauntlet does.

Clerics who cast this spell name it for their deities.

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

Guidance

Divination
Level: Votary 0
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

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

Harm

Necromancy
Level: Votary 6, Ruin domain 6
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
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.

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

Harm charges a subject with reversed flux that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.

If used on an undead creature, harm acts like heal.

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

Heal

Conjuration (Healing)
Level: Votary 6, Life domain 6
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

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

Heal enables you to channel flux into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

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

Heal, Mass

Conjuration (Healing)
Level: Votary 9, Dawn domain 9, Growth domain 9, Hearth domain 9, Life domain 9
Current: Flux
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.

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

Heroism

Enchantment (Compulsion) [Mind-Affecting]
Level: Courage domain 3, Strength domain 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

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

Heroism, Greater

Enchantment (Compulsion) [Mind-Affecting]
Level: Courage domain 6
Current: Flux
Duration: 1 min./level

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

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

Hold Animal

Enchantment (Compulsion) [Mind-Affecting]
Level: Hunt domain 2
Current: Flux
Components: V, S
Target: One animal

This spell functions like hold person, except that it affects an animal instead of a humanoid.

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

Hold Person

Enchantment (Compulsion) [Mind-Affecting]
Level: Votary 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
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 becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

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.