Chapter IX · Magic
Flux Spells I–P
Full descriptions of the core spells on Eldriloch's votary and warden spells and the flux domains, I–P. 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
- Imbue with Spell Ability
- Implosion
- Inflict Critical Wounds
- Inflict Critical Wounds, Mass
- Inflict Light Wounds
- Inflict Light Wounds, Mass
- Inflict Moderate Wounds
- Inflict Moderate Wounds, Mass
- Inflict Serious Wounds
- Inflict Serious Wounds, Mass
- Iron Endurance
- Iron Strength
- Light
- Locate Creature
- Magic Circle against Aether, Flux or the Exspiratis
- Mark of Justice
- Mass Commanding Presence
- Mass Iron Endurance
- Mass Iron Strength
- Mass Steady Mind
- Mind Blank
- Miracle
- Moment of Prescience
- Neutralize Poison
- Plant Growth
- Poison
- Power of the Flow
- Prayer
- Prismatic Sphere
- Protection from Aether, Flux or the Exspiratis
- Protection from Energy
Imbue with Spell Ability
Evocation
Level: Votary 4
Current: Flux
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched; see text
Duration: Permanent until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only votary spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can’t exceed this limit.
| HD of Recipient | Spells Imbued |
|---|---|
| 2 or lower | One 1st-level spell |
| 3-4 | One or two 1st-level spells |
| 5 or higher | One or two 1st-level spells and one 2nd-level spell |
The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.
Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.
To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Implosion
Evocation
Level: Votary 9, Ruin domain 9
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
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 create a destructive resonance in a corporeal creature’s body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)
You can target a particular creature only once with each casting of the spell.
Implosion has no effect on creatures in gaseous form or on incorporeal creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Critical Wounds
Necromancy
Level: Votary 4, Ruin domain 4
Current: Flux
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 functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Critical Wounds, Mass
Necromancy
Level: Votary 8, Ruin domain 8
Current: Flux
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 functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Light Wounds
Necromancy
Level: Votary 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will 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.
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
When laying your hand upon a creature, you channel reversed flux that deals 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by reversed flux, this spell cures such a creature of a like amount of damage, rather than harming it.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Light Wounds, Mass
Necromancy
Level: Votary 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
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.
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.
Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A votary capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Moderate Wounds
Necromancy
Level: Votary 2
Current: Flux
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 functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Moderate Wounds, Mass
Necromancy
Level: Votary 6
Current: Flux
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 functions like mass inflict light wounds, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Serious Wounds
Necromancy
Level: Votary 3
Current: Flux
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 functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Inflict Serious Wounds, Mass
Necromancy
Level: Votary 7
Current: Flux
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 functions like mass inflict light wounds, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Iron Endurance
Transmutation
Level: Fleshgrafter implant 2, Votary 2
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Eldriloch name. In other books this is bear's endurance.
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 affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.
Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Iron Strength
Transmutation
Level: Fleshgrafter implant 2, Votary 2, Warden 2, Strength domain 2
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Eldriloch name. In other books this is bull's strength.
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 subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Light
Evocation [Light]
Level: Aetherian 0, Votary 0
Current: Aether or flux, as cast
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Locate Creature
Divination
Level: Aetherian 4, Hunt domain 4
Current: Aether or flux, as cast
Components: V, S
Duration: 10 min./level
This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.
Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Magic Circle against Aether, Flux or the Exspiratis
Abjuration [Flux]
Level: Aetherian 3, Riftcaller 3, Votary 3, Warden 3
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
In Eldriloch this spell wards against one current (aether, flux or the exspiratis), chosen when it's cast.
All creatures within the area gain the effects of a protection from chosen-current spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from chosen-current), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against chosen-current can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from chosen-current spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from chosen-current and vice versa.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Mark of Justice
Necromancy
Level: Votary 5, Warden 4, Order domain 4
Current: Flux
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: Yes
You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.
Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.
Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Mass Commanding Presence
Transmutation
Level: Votary 6
Current: Flux
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Eldriloch name. In other books this is mass eagle's splendor.
This spell functions like commanding presence, except that it affects multiple creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Mass Iron Endurance
Transmutation
Level: Votary 6
Current: Flux
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Eldriloch name. In other books this is mass bear's endurance.
Mass Iron Endurance works like iron endurance, except that it affects multiple creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Mass Iron Strength
Transmutation
Level: Votary 6, Courage domain 7
Current: Flux
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Eldriloch name. In other books this is mass bull's strength.
This spell functions like iron strength, except that it affects multiple creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Mass Steady Mind
Transmutation
Level: Votary 6
Current: Flux
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Eldriloch name. In other books this is mass owl's wisdom.
This spell functions like steady mind, except that it affects multiple creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Mind Blank
Abjuration
Level: Aetherian 8, Protection domain 8
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as floating lens, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Miracle
Evocation
Level: Votary 9, Courage domain 9, Fortune domain 9
Current: Flux
Components: V, S, XP; see text
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
No alignment. Eldriloch has no alignment. Where this spell refers to good, evil, law or chaos, use currents: good and law become flux, chaos becomes aether, and evil becomes the exspiratis.
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.
- Duplicate any votary spell of 8th level or lower (including spells to which you have access because of your domains).
- Duplicate any other spell of 7th level or lower.
- Undo the harmful effects of certain spells, such as feeblemind or insanity.
- Have any effect whose power level is in line with the above effects.
If the miracle has any of the above effects, casting it has no experience point cost.
Alternatively, a votary can make a very powerful request. Casting such a miracle costs the votary 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.
- Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
- Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.
- Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gl, you must provide that component.
XP Cost:
5,000 XP (for some uses of the miracle spell; see above).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Moment of Prescience
Divination
Level: Aetherian 8, Fortune domain 8
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.
You can’t have more than one moment of prescience active on you at the same time.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Neutralize Poison
Conjuration (Healing)
Level: Votary 4, Warden 4, Hearth domain 4
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object of up to 1 cu. ft./level touched
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Plant Growth
Transmutation
Level: Growth domain 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Plant growth has different effects depending on the version chosen.
Overgrowth:
This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.
At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.
You may designate places within the area that are not affected.
Enrichment:
This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.
Plant growth counters diminish plants.
This spell has no effect on plant creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Poison
Necromancy
Level: Votary 4
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude 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.
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wis modifier).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Power of the Flow
Evocation
Level: Votary 4, Courage domain 4
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Eldriloch name. The caster lets the flux flood their own body until they fight like a soldier born to it. In other books this is divine power.
Calling upon the power of the flow of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Prayer
Enchantment (Compulsion) [Mind-Affecting]
Level: Votary 3, Warden 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Prismatic Sphere
Abjuration
Level: Aetherian 9, Protection domain 9
Current: Aether or flux, as cast
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.
The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4×10 minutes.
You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
Prismatic sphere can be made permanent with a permanency spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Protection from Aether, Flux or the Exspiratis
Abjuration [Flux]
Level: Aetherian 1, Riftcaller 1, Votary 1, Warden 1
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
In Eldriloch this spell protects against one current (aether, flux or the exspiratis), chosen when it's cast. Against the exspiratis, it also keeps an exspiratis from taking a host.
This spell wards a creature from attacks by chosen-current creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chosen-current creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chosen-current effect. If the protection from chosen-current effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Protection from Energy
Abjuration
Level: Aetherian 3, Fleshgrafter implant 3, Votary 3, Fortune domain 3, Protection domain 3
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Devices and implants. When an engineer builds this effect into a device, or a fleshgrafter primes it in an implant, it burns a fibrolite shard of its level and needs nothing else. See the engineer and fleshgrafter.
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Open Game Content from the System Reference Document, adapted for Eldriloch.
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.