Chapter IX · Magic
New Spells
These spells are unique to Eldriloch. Most were first seen in the field: a Justicar's sword glowing with flux, a bubble of light turning arrows aside, a hooded mercenary pulling the floor up around his enemies. Each is marked EL on the spell lists, and every one is original to Eldriloch.
Flux Spells
Call Back the Breath
Conjuration (Healing)
Level: Votary 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature that died no more than 1 round ago
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
You catch a life as it slips out of the body and push it back in before the soul reaches the pool. A creature that died from hit point loss no more than 1 round before your turn returns to life at –1 hit points and stable, with its mind and memory intact. It can't be used on a creature that died from a death effect or whose body was destroyed. After 1 round the pattern has faded too far, and only raise dead or greater flux can help. The returned creature is exhausted for 1 hour. Many votaries carry this spell prepared on every battlefield and never speak about the times it came too late.
Chorus of the Faithful
Abjuration
Level: Votary 4
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: All allies within a 60-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You begin a hymn, and the flux in everyone who hears it rises to answer. Allies in the area gain a +2 luck bonus to AC, on attack rolls and on saving throws. An ally who shares your patron deity gains +3 instead, and the Covenant points to that difference whenever anyone asks why the faithful should keep faith. A heretic votary's chorus grants +2 to everyone and +3 to no one. You must keep singing, as a free action each round, to maintain the spell.
Flux Blade †
Evocation
Level: Votary 2, Warden 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You pour flux into a weapon until it glows with a radiant edge. For the duration, the weapon deals an extra 1d6 points of damage to living creatures. This damage comes from raw life energy, has no type, and doesn't affect constructs, objects or undead. A wielder who isn't you must be human to benefit. Flux won't flow through a runekar's hand.
Flux Bolt †
Evocation
Level: Votary 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You compress life force into a warbling bolt and hurl it with a ranged touch attack. The ray deals 1d6 points of damage per two caster levels (maximum 5d6) to a living creature. It has no effect on constructs, objects or undead. Most votaries go their whole lives without casting it. The Covenant calls it the clearest proof that flux was meant for something else.
Flux Shield
Abjuration
Level: Votary 2, Warden 2
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius hemisphere centered on you
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
Light gathers between your hands and swells into a bubble like thin glass. Nonmagical arrows, bolts, bullets, thrown weapons and other projectiles fired into or out of the hemisphere deflect off its surface and fall to the ground around its edge. Magical projectiles and ranged spells that require an attack roll have a 50% miss chance. Creatures, melee attacks and area effects pass through normally. The hemisphere doesn't move with you. If you move out of it, the spell ends.
Greater Quickening
Conjuration (Healing)
Level: Votary 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As lesser quickening, but the subject gains fast healing 4.
Hold the Last Breath
Conjuration (Healing)
Level: Votary 4
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold a dying creature's flux in place like a hand over a wound. For the duration, the target doesn't die from hit point loss, no matter how low its hit points fall. It is still disabled or dying as its hit points dictate, and it still dies from death effects and from having its body destroyed. If its hit points are still at –10 or lower when the spell ends, it dies then, unless it has been healed above that in time. You can cast this spell even when it isn't your turn.
Lesser Quickening
Conjuration (Healing)
Level: Votary 1, Warden 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You set the subject's flux running faster, and its wounds begin to close on their own. The subject gains fast healing 1 for the duration. Quickening spells don't stack with each other: only the strongest applies.
Mass Lesser Quickening
Conjuration (Healing)
Level: Votary 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature/level, no two of which can be more than 30 ft. apart
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As lesser quickening, but every subject gains fast healing 1. Covenant field hospitals cast it over whole rows of cots.
Quickening
Conjuration (Healing)
Level: Votary 3, Warden 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As lesser quickening, but the subject gains fast healing 2.
Rite of Transition
Necromancy
Level: Votary 1, Warden 1
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: One corpse
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No
You pose the body with its eyes open to face the gods and hum the old rhythm of the rite, easing the last of its flux back into the world. The soul passes peacefully to the pool. The corpse can't be used as a host by an exspiratis, and it can't be the subject of speak with dead. Each mourner present who knew the dead gains a +1 morale bonus on Will saves for 24 hours. The rite doesn't prevent raise dead or similar spells. Soldiers are given the rite where they fall, and performing it in a town for a soldier is considered a disgrace.
Second Breath
Conjuration (Healing)
Level: Votary 1, Warden 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
You shake the subject's flux loose from whatever is holding it. The subject immediately gets a new saving throw against one spell or effect that is affecting it and that allowed a save, at the original DC. If it succeeds, the effect ends for it as if it had saved the first time. This spell has no effect on curses, diseases, poisons or instantaneous effects.
Sense the Flow
Divination
Level: Votary 1, Warden 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level
Saving Throw: None
Spell Resistance: No
You feel the current of life around you. You sense how many living creatures are in the area and, after 2 rounds, how healthy each is (as deathwatch). After 3 rounds, you learn which of them can use flux, including the gifted who have never been trained. Ashen and creatures bound to an exspiratis feel like a second current fighting the first, and you can tell them from humans. 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. Wardens use it to find heretics.
Sever the Flow
Abjuration
Level: Votary 3, Warden 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You pinch off the current between a creature and the flow of life. For the duration, the target can't cast divine spells or use supernatural or spell-like abilities that draw on flux. An ashen affected by the spell immediately ends any Manifestation and can't manifest or use Gifts for the duration, as the exspiratis loses its grip. Wardens train with this spell before any other.
Stabilize
Conjuration (Healing)
Level: Votary 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You steady the flow in a dying creature. A creature with –1 or fewer hit points automatically stabilizes. It doesn't regain any hit points.
Aether Spells
Ember Lance
Evocation [Fire]
Level: Aetherian 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You draw the heat out of the air along a single thread and send it down the line as a lance of embers. Make a ranged touch attack. If it hits, the ray deals 1d4 points of fire damage per caster level (maximum 5d4) and sets unattended combustibles it strikes alight.
Energy Orb
Evocation [see text]
Level: Aetherian 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As lesser energy orb, but the orb deals 1d6 points of damage per caster level (maximum 15d6), and you can also choose force. A creature struck takes an extra effect depending on the energy: acid, sickened for 1 round; cold, fatigued for 1 round; electricity, can't take immediate actions for 1 round; fire, catches fire; force, knocked prone if Medium or smaller; sonic, deafened for 1 round. A successful Fortitude save negates the extra effect.
Force Volley
Evocation [Force]
Level: Aetherian 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one creature per 4 levels, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You knot the threads of the air into hard bolts of force and loose them all at once. Each bolt strikes its target unerringly, dealing 2d6 points of force damage, and then bursts, dealing 1d6 points of force damage to every other creature within 5 feet of the target (Reflex half). You can send more than one bolt at the same target.
Frost Shard
Evocation [Cold]
Level: Aetherian 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shard of ice
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You pull the moisture out of the air into a spike of ice and throw it. Make a ranged attack. If it hits, the shard deals 2d8 points of cold damage, and the target must make a Fortitude save or be slowed to half speed for 1 round as the cold spreads through its limbs. If it misses, it shatters within 5 feet of the target, and every creature there takes 1d4 points of cold damage.
Kindle the Grain
Transmutation [Fire]
Level: Aetherian 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 10-ft. square of wood (floor, wall, door or furniture)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You link the threads of the wood in a tight pattern and set them vibrating until the grain heats from within and bursts into flame. Creatures in or on the area take 1d6 points of fire damage per two caster levels (maximum 5d6). The wood burns normally afterward. The spell affects only wood and other plant matter that is no longer alive.
Lesser Energy Orb
Evocation [see text]
Level: Aetherian 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You gather a single kind of energy into a fist-sized orb and hurl it. Choose acid, cold, electricity, fire or sonic when you cast the spell, and the spell has that descriptor. Make a ranged touch attack. If it hits, the orb deals 1d8 points of damage of that type, plus 1d8 for every two caster levels beyond 1st (maximum 5d8). The orb is matter and energy, not a pattern laid on the target, so spell resistance doesn't apply.
Mend Critical Damage
Transmutation
Level: Aetherian 4, Engineer device 4 (overhaul kit)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct or object touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
As mend light damage, but it repairs 4d8 points of damage +1 point per caster level (maximum +20).
Mend Light Damage
Transmutation
Level: Aetherian 1, Engineer device 1 (patch kit)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct or object touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You pull the target's threads back into the shape it was built in. Bent plates straighten, cracked welds close and torn cables knit. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5) to a construct, including a mechanoid or souldriven, or to an object. It can't touch living flesh, so it does nothing for a creature that isn't a construct, or for the flesh around a graft.
Mend Moderate Damage
Transmutation
Level: Aetherian 2, Engineer device 2 (repair kit)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct or object touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
As mend light damage, but it repairs 2d8 points of damage +1 point per caster level (maximum +10).
Mend Serious Damage
Transmutation
Level: Aetherian 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct or object touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
As mend light damage, but it repairs 3d8 points of damage +1 point per caster level (maximum +15).
Shockwave
Evocation [Force]
Level: Aetherian 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
You snap a thread taut and release it, and the air itself slams outward. Creatures in the area take 1d4 points of force damage per caster level (maximum 10d4). A Medium or smaller creature that fails its save is also pushed 10 feet away from the center and knocked prone. Unattended objects of up to 50 pounds are scattered.
Soot Wall
Conjuration (Creation)
Level: Aetherian 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of smoke up to 10 ft. long/level and 10 ft. high, 1 ft. thick
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You draw the soot and smoke out of the air, which in any city is never hard, and pack it into a black wall. The wall blocks line of sight completely, including darkvision, but creatures and objects can pass through it freely. A creature passing through must make a DC 12 Fortitude save or be sickened for 1 round by the fumes. A rebreather mask negates this. A strong wind disperses the wall in 1 round.
Stone Snare
Transmutation
Level: Aetherian 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature standing on stone or earth
Duration: Concentration + 1 round
Saving Throw: Reflex negates
Spell Resistance: No
Long, slender stone spindles slither up from the ground like snakes and weave a net around the target. A creature that fails its save is entangled and can't move from its square. Each round on its turn, it can try to break free with a Strength check or Escape Artist check against the spell's save DC. Each struggle that fails tightens the stone. The net works on constructs and souldriven as well as living things, because it never touches the flesh beneath. It holds a creature, it doesn't harm it.
Wooden Grasp
Transmutation
Level: Aetherian 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 10-ft. square of dead wood (a floor, wall or table)
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
Wooden tendrils burst from the boards and rise like vipers. Each creature in or adjacent to the area when the spell is cast must make a Reflex save or be entangled for the duration. An entangled creature can break free with a DC 15 Strength or Escape Artist check as a full-round action, and a creature can cut a neighbor free by dealing 10 points of damage to the tendrils (hardness 5).
Rift Patterns
The riftcaller's own patterns, which work the seam the Dark Sunder left between Eldriloch and the drowned reality of the exspiratis. Every rift pattern is aether, and every one is subject to a breach.
Rift Call I–IX
Conjuration (Creation) [Exspiratis]
Level: Riftcaller 1–9 (rift call I is 1st level, rift call IX is 9th)
Components: V, S
Casting Time: 1 round (overreaching: 1 full round)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Called servants, which appear where you designate
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You find an exspiratis drifting beside the world, close enough to touch through the seam, and weave it a body of ash and aether where it already is. Nothing crosses any distance, and no door opens: the exspiratis was always there, and now it can touch the world. What you call depends on the pattern's level, as shown on the table below. Called servants appear in unoccupied spaces you choose within range, act on your turn, and obey your spoken commands. When the pattern ends, or a servant is reduced to 0 hit points, its body crumbles to ash and the exspiratis drifts again. Servants use the statistics in Rift Servants. Only one rift call can be active at a time (two for a riftcaller of 13th level or higher). Every rift call is subject to a breach, and a riftcaller can overreach to cast one beyond their reach.
| Pattern | Servants Called | Strongest CR |
|---|---|---|
| Rift call I | 1 skitz | 1 |
| Rift call II | 1d3 skitz | 1 |
| Rift call III | 1 lesser exspiratis, or 1d4+1 skitz | 2 |
| Rift call IV | 1d3 lesser exspiratis | 2 |
| Rift call V | 1d4+1 lesser exspiratis | 2 |
| Rift call VI | 1 exspiratis | 6 |
| Rift call VII | 1 exspiratis and 1d3 lesser exspiratis | 6 |
| Rift call VIII | 1d3 exspiratis | 6 |
| Rift call IX | 1 greater exspiratis | 12 |
Whisper Through the Veil
Divination
Level: Riftcaller 1
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You put your mouth to the seam and ask the nearest drifting exspiratis one question that can be answered in a few words. It answers truthfully if it knows and wants to. Roll d100: on 01–25 it lies, and you don't know it. The exspiratis see much that the living miss, especially near the Chasm, in dreams and around the ashen. They also remember everyone who asks.
Rift Lash
Evocation [Cold]
Level: Riftcaller 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A whip of the drowned world's cold cracks out of the seam. Make a ranged touch attack. If it hits, the target takes 1d6 cold damage per two caster levels (maximum 5d6) and must make a Fortitude save or be slowed to half speed for 1 round. A creature of the exspiratis current takes no damage, and is instead pulled 10 ft. toward you if you wish.
Bind the Drifting
Enchantment (Compulsion) [Exspiratis]
Level: Riftcaller 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature of the exspiratis current
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You hook the target's threads to the seam and hold them there. A creature of the exspiratis current that fails its save is held, unable to move or act. It can try a new save each round as a full-round action. This works on skitz, exspiratis given form, servants another riftcaller called, and an ashen in Manifestation, whose Manifestation is suspended while the bind lasts. It's the one enchantment a riftcaller can cast, and it works only because the exspiratis aren't living things as the aether understands them.
Thin the Veil
Transmutation [Exspiratis]
Level: Riftcaller 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius emanation
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You wear the world thin in an area until the drowned reality shows through like light behind paper. Inside it, creatures of the exspiratis current gain a +2 bonus on attack rolls and saves, flicker when they choose without spending a use, and are visible to everyone. Rift calls cast inside the area have their breach rating reduced by 1. When the pattern ends, roll d100: on 01–10, a lesser exspiratis takes form in the area, hostile to everyone.
Sever the Tether
Abjuration
Level: Riftcaller 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature of the exspiratis current
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You cut the thread that ties an exspiratis to its body. A called servant or an exspiratis given form that fails its save loses its body, which crumbles to ash. An ashen that fails ends any Manifestation at once and can't manifest or use Gifts for 1d4 rounds. A skitz that fails becomes an ordinary animal again, terrified and starving. The exspiratis itself isn't destroyed: it drifts, and it remembers who cut it loose.
Rift Storm
Evocation [Cold]
Level: Riftcaller 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
You split the seam over an area and let the drowned world's weather through: black ash, freezing wind and lightning without thunder. Creatures in the area take 1d6 cold damage per two caster levels (maximum 10d6) when the storm forms and 3d6 cold damage at the start of each of your turns while they stay in it (Reflex half each time). The ash blocks sight beyond 5 ft. Creatures of the exspiratis current take no damage and see normally within it.
Borrowed Form
Transmutation [Exspiratis]
Level: Riftcaller 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You let a drifting exspiratis lend you its shape without letting it in. Ash and aether settle over you as a second body: you grow claws (two attacks, 1d8 + Strength), wings (fly 60 ft., average), and a carapace (+6 natural armor), gain a +4 bonus to Strength, darkvision 60 ft., and DR 5/flux, and you can cast rift patterns in this form. The exspiratis is watching through the borrowed body the whole time. When the pattern ends, make a Will save (DC 20). If you fail, roll on Table: Loosened Binding with a +10 modifier. Malumtene don't make this save.
Open the Wound
Conjuration (Creation) [Exspiratis]
Level: Riftcaller 8
Components: V, S
Casting Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 20-ft.-radius tear in the seam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You tear the seam open on purpose, the way the Sunder did, but small. Each round on your turn, one lesser exspiratis takes form at the edge of the wound under your control, for as long as the wound stays open (they don't count against your rift call limit, and they crumble when it closes). Every creature of the exspiratis current within 60 ft. heals 2d6 hit points each round. At the start of each of your turns, roll d100: on 01–15, the wound breaches as if you had cast a rift call at breach rating 2, and the creature that steps through is not yours.
Unbind
Abjuration
Level: Riftcaller 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You close the seam over an entire area and cut every thread that crosses it. Every called servant and exspiratis given form in the area must make a Will save or lose its body. Every ashen in the area must make a Will save or end its Manifestation and be unable to manifest or use Gifts for 1 minute. Thin the veil, open the wound and similar effects in the area end. Your own servants are affected unless you exclude them, and for 1 round the seam around you is so still that you can't cast rift patterns either. The choirs call this the only pattern a riftcaller casts for everyone else's sake.
Class-Specific Effects
Some engineer devices and fleshgrafter implants have effects that aren't spells: the engineer's patch kit, repair kit and overhaul kit, and the fleshgrafter's ablative plating. They are described in the engineer device list and the fleshgrafter implant list.