Chapter IX · Magic
Flux Spells R–Z
Full descriptions of the core spells on Eldriloch's votary and warden spells and the flux domains, R–Z. 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
- Radiant Aura
- Raise Dead
- Regenerate
- Remove Blindness/Deafness
- Remove Curse
- Remove Disease
- Remove Fear
- Remove Paralysis
- Repel Wood
- Repulsion
- Resist Energy
- Resistance
- Restoration
- Restoration, Greater
- Restoration, Lesser
- Resurrection
- Righteous Might
- Sanctuary
- Searing Light
- Shapechange
- Shield against Aether
- Shield of Faith
- Shield Other
- Slay Living
- Soul Bind
- Speak with Dead
- Spell Immunity
- Spell Immunity, Greater
- Spell Resistance
- Spell Turning
- Status
- Steady Mind
- Stoneskin
- Sunbeam
- Sunburst
- True Resurrection
- Virtue
- Water Breathing
- Zone of Truth
Radiant Aura
Abjuration [Flux]
Level: Votary 8, Courage domain 8, Dawn domain 8
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
Eldriloch name. In other books this is holy aura.
In Eldriloch this aura protects against the aether and the exspiratis.
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.
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by aether or exspiratis creatures, and causing aether or exspiratis creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from aether or exspiratis, this benefit applies against all attacks, not just against attacks by aether or exspiratis creatures.
Second, each warded creature gains spell resistance 25 against aether or exspiratis spells and spells cast by aether or exspiratis creatures.
Third, the abjuration blocks possession and mental influence, just as protection from aether or exspiratis does.
Finally, if an aether or exspiratis creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against radiant aura’s save DC).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Raise Dead
Conjuration (Healing)
Level: Votary 5, Passage domain 5
Current: Flux
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
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 undead. Eldriloch has no undead. Ignore this spell's effects on them.
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as an aetherian) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Regenerate
Conjuration (Healing)
Level: Votary 7, Life domain 7
Current: Flux
Components: V, S
Casting Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Remove Blindness/Deafness
Conjuration (Healing)
Level: Votary 3, Warden 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Remove blindness/deafness counters and dispels blindness/deafness.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Remove Curse
Abjuration
Level: Aetherian 4, Votary 3, Warden 3
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove curse counters and dispels bestow curse.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Remove Disease
Conjuration (Healing)
Level: Votary 3, Hearth domain 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Remove Fear
Abjuration
Level: Votary 1, Courage domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Remove Paralysis
Conjuration (Healing)
Level: Votary 2, Warden 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or drain.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Repel Wood
Transmutation
Level: Growth domain 6
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line-shaped emanation from you
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Repulsion
Abjuration
Level: Aetherian 6, Votary 7, Protection domain 7
Current: Aether or flux, as cast
Components: V, S, Fibrolite (aether casters)
Casting Time: 1 standard action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Fibrolite. An aether caster needs a fibrolite shard worth at least 50 gl, which is not consumed. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).
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.
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Resist Energy
Abjuration
Level: Aetherian 2, Fleshgrafter implant 2, Votary 2, Warden 2
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
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.
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Resist energy overlaps (and does not stack with) protection from 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.
Resistance
Abjuration
Level: Aetherian 0, Riftcaller 0, Votary 0, Warden 1
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Restoration
Conjuration (Healing)
Level: Votary 4, Warden 4
Current: Flux
Components: V, S
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.
This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution points lost due to death.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Restoration, Greater
Conjuration (Healing)
Level: Votary 7, Hearth domain 7
Current: Flux
Components: V, S, XP
Casting Time: 10 minutes
This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.
XP Cost:
500 XP.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Restoration, Lesser
Conjuration (Healing)
Level: Votary 2, Warden 1
Current: Flux
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Resurrection
Conjuration (Healing)
Level: Votary 7, Passage domain 7
Current: Flux
Casting Time: 10 minutes
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 undead. Eldriloch has no undead. Ignore this spell's effects on them.
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot be repaired by any means.
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Righteous Might
Transmutation
Level: Votary 5, Courage domain 5, Strength domain 5
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/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.
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +4 size bonus to Strength and a +2 size bonus to Constitution. You gain a +2 enhancement bonus to your natural armor. You gain damage reduction 3/evil (if you normally channel flux) or damage reduction 3/good (if you normally channel reversed flux). At 12th level this damage reduction becomes 6/evil or 6/good, and at 15th level it becomes 9/evil or 9/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sanctuary
Abjuration
Level: Votary 1, Protection domain 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Searing Light
Evocation
Level: Votary 3, Dawn domain 3, Ruin domain 3
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
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.
Focusing power of the flow like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shapechange
Transmutation
Level: Hunt domain 9
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
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.
This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shield against Aether
Abjuration [Flux]
Level: Order domain 8
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
In Eldriloch this Order domain spell is turned against the aether.
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.
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by aether creatures, and slowing aether creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by aether creatures.
Second, a warded creature gains spell resistance 25 against aether spells and spells cast by aether creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a aether creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield against aether’s save DC).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shield of Faith
Abjuration
Level: Votary 1
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 (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Shield Other
Abjuration
Level: Votary 2, Warden 2, Hearth domain 2, Protection domain 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Slay Living
Necromancy [Death]
Level: Votary 5, Passage domain 6, Ruin domain 5
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude 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.
You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Soul Bind
Necromancy
Level: Votary 9
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpse
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
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.
You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
Open Game Content from the System Reference Document, adapted for Eldriloch.
Speak with Dead
Necromancy [Language-Dependent]
Level: Votary 3, Passage domain 3
Current: Flux
Components: V, S
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
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.
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
Indeed, it can’t even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Spell Immunity
Abjuration
Level: Votary 4, Protection domain 4, Strength domain 4
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)
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Spell Immunity, Greater
Abjuration
Level: Votary 8
Current: Flux
This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Spell Resistance
Abjuration
Level: Fleshgrafter implant 5, Votary 5, Protection domain 5
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)
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 creature gains spell resistance equal to 12 + your caster level.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Spell Turning
Abjuration
Level: Aetherian 7, Riftcaller 7, Fortune domain 7
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.
| d% | Effect |
|---|---|
| 01-70 | Spell drains away without effect. |
| 71-80 | Spell affects both of you equally at full effect. |
| 81-97 | Both turning effects are rendered nonfunctional for 1d4 minutes. |
| 98-100 | Both of you go through a rift into another plane. |
Open Game Content from the System Reference Document, adapted for Eldriloch.
Status
Divination
Level: Votary 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched per three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Steady Mind
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 owl's wisdom.
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, votaries, wardens, and rangers (and other Wisdom-based spellcasters) who receive steady mind do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Stoneskin
Abjuration
Level: Aetherian 4, Engineer device 4, Fleshgrafter implant 4, Strength domain 6
Current: Aether or flux, as cast
Components: V, S, Fibrolite (aether casters)
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
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.
Fibrolite. An aether caster needs a fibrolite shard worth at least 250 gl, consumed in the casting. Working fibrolite of that value can be bought from any guild supplier (see Fibrolite).
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.
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sunbeam
Evocation [Light]
Level: Dawn domain 6
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Line from your hand
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and Reflex half; see text
Spell Resistance: Yes
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Sunburst
Evocation [Light]
Level: Aetherian 8, Dawn domain 7
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
No undead. Eldriloch has no undead. Ignore this spell's effects on them.
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Open Game Content from the System Reference Document, adapted for Eldriloch.
True Resurrection
Conjuration (Healing)
Level: Votary 9, Passage domain 9
Current: Flux
Casting Time: 10 minutes
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 undead. Eldriloch has no undead. Ignore this spell's effects on them.
This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures.
Even true resurrection can’t restore to life a creature who has died of old age.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Virtue
Transmutation
Level: Votary 0, Warden 1
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min.
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Water Breathing
Transmutation
Level: Engineer device 3, Fleshgrafter implant 3, Votary 3
Current: Aether or flux, as cast
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
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.
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe air.
Open Game Content from the System Reference Document, adapted for Eldriloch.
Zone of Truth
Enchantment (Compulsion) [Mind-Affecting]
Level: Votary 2, Warden 2, Order domain 2
Current: Flux
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.
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.