Etherealness (Cleric Spell)
- Level: Cleric 9
- School: Transmutation
- Casting Time: Standard Action
- Components: V, S
- Range: touch; see text
- Target or Area: you and two target creatures, plus one per 10 character levels (drop fractions; max 5 at level 30)
- Duration: Until the end of your next full night's rest
- Saving Throw: Will negates
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- Upon chanting the formless syllables of Etherealness, you and other willing creatures joined by linked hands (along with their equipment) fade from existence and enter another realm of existence entirely. You and your allies become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the same Material Plane you existed within when you cast the spell. (In most cases, this is the Prime Material Plane, but where you go is your own business.) When the spell expires, you and your allies return to the same Material Plane from which you started, and cease to be Ethereal. If you or your allies moved around while within the Ethereal Plane, you re-appear in the equivalent location on your starting Material Plane... usually. The referee adjudicates exactly what happens in unusual cases. Since each Material Plane has its own Ethereal Plane, you cannot pass from one Material Plane to another via movement through the Ethereal Plane — you can only traverse the ethereal equivalent of your own starting Material Plane.
- Each ally who is granted Etherealness is fully in control of their actions, and may move as they wish independent of the casters movements. Each ally may, as a standard action, dismiss the Etherealness effect upon themselves as an act of will, without affecting any other affected creature. The caster may likewise dismiss the spell's effect upon themselves, but not on any allies.
- An ethereal creature is invisible, and capable of moving in any direction, even up or down, albeit at half normal Walk speed. If the caster has other types of move, they are of no use while Ethereal: Walk is used to move in all directions. An ethereal creature is not classed as incorporeal unless they have some other effect or ability that grants that condition.
- While Ethereal, the very concept of 'falling' is moot. Walk while ethereal does not require any surface to use, and the lack of a surface never means you will fall. Gravity still works, it simply has no effect upon any creature with a Walk speed. If by some circumstance an Ethereal creature comes to exist that does not have a Walk speed, then their slowest movement is used instead of Walking unless otherwise defined. All unusual cases are, of course, adjudicated by the GM.
- While Ethereal, all movement you and your allies make is analogous to the Material Plane from which you began. If you enter the Ethereal state, walk through a castle wall, and return, you return to the material Plane inside the castle. If an ally walks a mile, they move a mile in the material Plane as well. Note that this can be extremely hazardous! If you attempt to become Ethereal and then walk straight down looking for the Unterwelt, and then are forced to return to the Material, becoming solid ten miles deep in solid rock is extremely fatal. Use common sense.
- As an insubstantial creature, you can Walk through solid objects, including living creatures. On the Ethereal Plane, you can trace Line of Effect through solid objects and blocked squares on the Material Plane, but such squares still block Line of Sight to most senses. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
- Oddly enough, the Ethereal Plane sometimes has its own ethereal walls, floors, ceilings and other objects, which don't always match the terrain on the Material Plane. Being ethereal, themselves, they are invisible to most senses, especially sight-based senses, so they do not block line of sight. This can make ethereal journeys confusing, to put it mildly. Such objects prevent an ethereal creature from passing through them, just as a material object blocks a material creature from passing through it. Furthermore, ethereal objects block line of effect for ethereal spells, powers, and abilities.
- While ethereal, you treat other ethereal creatures and ethereal objects as if they were material. Thus, you may fight another ethereal creature normally, but no matter how cataclysmic your battle, it never effects anything on the Material Plane. If you are material (i.e. not ethereal), only force (energy, uncommon) effects, Ghost Touch weapons, and Abjurations, can affect ethereal creatures fully, along with certain other unusual or powerful things. However, such effects only go one way — if you are ethereal, you cannot use a ghost touch weapon to affect a creature on the material plane. There are rare exceptions to this, including some creatures or objects which specifically allow Ethereal creatures to affect the Material Plane.
- If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of interstice (physical, rare) damage per 5 feet that you are forced to move. So don't let the spell expire while you are miles under the ground. Furthermore, if you become material while in mid-air, you will suffer falling damage as you plummet back to earth, unless you have some means of flying while material.
- This spell lays a divine charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep if the new spell has the same charge type. Only one divine charge can ever be present on a target at a time.