HGd10PHB - Spectrum - Order

Order embodies the concepts of patterns, repetition, work, functionality, and purpose. There is also a strong set of spells based in wards and protections.

Order and Other Spectrum
Chaos is opposed to Order and gains a +3d10 to effects only against Order. This 3d10 is applied only after opposing checks are made and Chaos wins the opposed roll normally.

Order Aid Spells
Order Aid spells are specific to bolstering the purpose or pattern of a given system. Order can be used to heal by returning a living organism's wound to its proper state, or cure a disease by removing targets that don't "belong" in the system. Order can have this same effect on non-living structures, mending them or fighting back against entropy and decay.

Order Attack Spells
Order Attacks operate by negating Chaos, destruction, entropy and enforcing order onto a system that finds order abhorrent. A creature of Air might find itself unable to move if a portion or all of its gaseous body were to suddenly become a solid, ordered pattern. Order Attack spells normally only cause actual damage to Chaos designated creatures. Otherwise, the attack is more likely to bind or prevent an opponent from doing something destructive.

Order Defense Spells
Order Defense operates on the same principles as Attack but are focused on friendly targets. An Order shield might reduce the temperature of an incoming fireball spell so that it negates some or all of the damage. Attacks that disrupt the character's normal functionality can be muted through Order Defense. Paladins like Order as a spectrum because the Defense spells are versatile and can be used as continual, overlapping auras that benefit their friends.

Order Enchant Spells
Order Enchantments are meant to enhance functionality and purpose of a system. Most Order Enchantments relate to what a system already does, but then makes it better. Other Order Enchantments work to increase order in surrounding systems, to bring things into a patterned state. Ordered Enchantments do the work necessary to decrease entropy and will mimic machines and the work they do.

Order Illusion Spells
Order Illusion spells focus on creating just enough functionality or the appearance of structural integrity to fool an individual. Ordered Illusions can take material in the area and create patterned structures with it that mimic what the actual object looks and acts like. For example, an Order mage might take the dust in the air and arrange it so that it looks like a chair. However, whenever anyone attempts to sit in the chair, they find that it is just dust and fall through it instead. Order Illusions are best when attempting to hide or disguise something within a pattern that already exists.

Order Learn Spells
Inherently focused on purpose, Order Learn spells are good for learning what something does or is supposed to do and discovering what is out of place. Order Learn spells focus on patterns including speech patterns and language patterns and are good at getting the letter of a message to a recipient. The spirit of the message can sometimes get lost in transition.

Order Movement Spells
Order Movement spells focus on things moving the way they are supposed to move, on inherent functionality, or on doing work to reduce entropy. Order Movement may not allow a human to fly, but if that human is caught in the middle of a landslide, Order Movement can harness that energy and turn it into a purposeful vector.

Order Summon Spells
Summons golems, clockwork devices, and creatures with the Order designation.

Order Transformation Spells
Order Transformation is one of the core Purposes of the spectrum. Taking something that is disordered and doing work on it according to a pattern is the root functionality of Order. Examples might be taking a person who is a physically weak individual and transforming them into the perfect version of their kind for a time enabling them to perform at optimum efficiency, or the transformation of a rusted old vehicle into a version of itself that looks and operates as if brand new.

Primary Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement