Chapter III · Magic Traditions

Eldritch — a school of magic —

Eldritch magic explores the forbidden. It taps into cosmic forces best left undisturbed, calling forth monstrosities from other reali- ties or contorting reality in such ways that it can never be righted. Studying the tradition offers considerable advantages, and its spells can produce spectacular outcomes, but the cost of using such magic weighs heavily upon the mind until it finally buckles and breaks into a million different pieces.

13 of 33 Common Class
Sigil Nº 13
Class Common
Eldritch Magic Traditions
[ sigil plate · eldritch ]
The Spellbook Magic Traditions

Eldritch Spells listed by level

Reference during play

Eldritch Talents

DEFY GEOMETRY (Magical): You can use this talent when you cast a spell that affects a target other than you. You can choose your target from among any you can see, regardless of the spell’s normal range. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. DISASTROUS REVELATION (Magical): If you lack the confused, controlled, stunned, or unconscious afflictions, you can use this talent at the start of your turn. Make an Intellect roll. On a success, you experience a disastrous revelation. You heal 2d6 damage and, until the end of your next turn, you make attribute rolls with 3 boons, but, after, you become confused (luck ends). On a failure, you make attribute rolls with 3 banes until the end of your next turn. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. OTHERWORLDY SHRIEKS (Magical): You can use a reaction when you are harmed to cause horrible, shrieking noises to fill the air around you. Each creature inside a Size 5 space centered on you makes a Will roll. On a failure, the creature becomes confused (luck ends). A creature immune to the frightened affliction is immune to this effect. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. UNHINGED GLARE (Magical): You can use an action to level your gaze at your foe. Target one creature within 10 yards. If the creature can see you, make an Intellect roll against its Will. On a success, the target becomes frightened of you until the end of your next turn. At level 3, the target also takes 1d6 damage. At level 7, the target takes 3d6 damage, and becomes confused for as long as it remains frightened. On a critical success, the target becomes frightened of you (luck ends).

Novice Eldritch Spells


Betrayal of Flesh

Creeping Mist

Hijack Corpse

Rats In The Walls

Summon Maggot of Sharzak-Ka

MAGGOT OF SHARZAK-KA

DEFENSE: 6, HEALTH: 10 ATTRIBUTES: Strength 11 (+1), Agility 8 (-2), Intellect 5 (-5), Will 10 (+0) SIZE: 1, SPEED: 3 GLOOM OF SHARZAK-KA: The maggot reduces the intensity of light within 5 yards of it by one step. At the end of each round, each frightened creature within 5 yards takes 1d6 damage. MELEE ATTACK – TEETH: Strength (+1) with 1 boon (1d6). After you cast the spell, make a Will roll. On a failure, you take 1d6 damage.

Wild Beast Of The Dark Woods

Expert Eldritch Spells


Gnashing Of Teeth

Hostile Color

Purple Mold

Sentient Growth

SENTIENT GROWTH

DEFENSE: 9, HEALTH: 20 ATTRIBUTES: Strength 11 (+1), Agility 12 (+2), Intellect 9 (-1), Will 11 (+1) SIZE: 1/4, SPEED: 4 MELEE ATTACK – FEEDING TENDRILS: Agility (+2) with 1 boon (2d6). On a critical success, a flesh-and-blood target of the attack loses 1d6 Health and the growth heals half the amount of Health lost by the target.

After you cast the spell, make a Will roll. On a failure, you take 2d6 damage.

Shadows of Nakthrakka

Summon Hoary Winged Thing

HOARY WINGED THING

DEFENSE: 10, HEALTH: 60 ATTRIBUTES: Strength 15 (+5), Agility 10 (+0), Intellect 5 (-5), Will 15 (+5) SIZE: 3, SPEED: 5 (Fly, Mount) SENSES: Awareness 10 Immune: blinded, deafened MELEE ATTACK – WINGS: Strength (+5) (4d6)

After you cast the spell, make a Will roll. On a failure, you take 2d6 damage.

Master Eldritch Spells


Awaken The Dead Dreamer

Behold The Impossible

Beware The Black Door

Drone Of The Insatiable Host

  • Round 2: Each creature in the space becomes Intellect impaired for as long as it is Will impaired.
  • Round 3: Each creature in the space becomes Strength and Agility impaired for as long as it is Will impaired.
  • Round 4: Each creature in the space becomes weakened for as long as it is Will impaired.
  • Rounds 5+: Each creature in the space treats all creatures as enemies and must use an action, if it can, on each turn to attack the nearest creature to it. If there is no eligible target within 5 yards of it, the creature becomes stunned and loses 10d6 Health. If this loss reduces its Health to 0, it dies and black, oily fluids spill from all the openings on its head for 1d6 minutes.

The spell lasts indefinitely. You must end the spell and can do so only if you get a success on an Intellect roll made while in the area of noise. After you cast this spell, make a Will roll with 3 banes. On a failure, you take 6d6 damage.

Pale Rider

Form Slick of Undigested Dreams

UNDIGESTED DREAMS

DEFENSE: 9, HEALTH: 40 ATTRIBUTES: Strength 14 (+4), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0) SIZE: 2, SPEED: 5 (Fly, Hover, Slippery, Squeeze 1/2 inch) SENSES: Awareness 10 IMMUNE: blinded, deafened, held, impaired, prone NIGHTMARISH PRESENCE: Enemies within 5 yards of the slick become Will impaired for as long as they remain there. When an enemy impaired in this way attempts to move more than 5 yards from the slick, that enemy makes a Will roll. On a failure, the enemy becomes held until the start of its next turn. NIGHTMARE CARESS: The slick targets one creature in reach and makes a Strength roll with 1 boon against the target’s Strength. On a success, the target takes 8d6 damage and makes a Will roll. If the target gets a failure, the slick steals its dreams, which causes the target to become cursed and weakened (luck ends both). If the target is cursed in this way already, it instead loses 2d6 Health. After you cast this spell, make a Will roll with 3 banes. On a failure, you take 6d6 damage.