HGd10PHB - Spectrum - Eldritch

Eldritch magic is often considered evil magic, and in truth much of the energy from this spectrum is used to do evil things. However, there is a portion of this spectrum that heroes can use to do good as well. These spells relate to the binding and destruction of evil, or to aid Eldritch beings who are morally good.

Eldritch and Other Spectrum
Fire has an intense effects against Eldritch creatures and objects. For creatures it has 3 times the effect if detrimental to it and no effect in certain circumstances if beneficial. Fire is a emblem of judgment and so Eldritch creatures like demons fear and hate it, contrary to popular belief. Most Eldritch creatures cannot use the Fire Spectrum at all. Objects tainted by the Eldritch Spectrum receive double negative effects from Fire and no effect from beneficial or neutral spells.

Given the moral component to Eldritch things (evil mostly), Soul magic of the good classification has a powerful effect on the Eldritch. In many cases there are bonuses to the Soul magic against Eldritch spells, constructs, and creatures if the wielder (and possibly the Realm they are connected to) is of the good moral classification. Arcane is opposed to Eldritch for reasons few have been able to discern. When the Active Roll against Eldritch magic or beings, Arcane checks gain +2d10. When used to benefit Eldrtich magic or beings, Arcane checks are penalized by 2d10.
 * Good Soul-based damage against Eldritch beings or constructs is doubled.
 * Good Soul spells may manifest physically against Eldritch creatures.

Eldritch spells and equipment may have specific benefits and weaknesses against other spectra, but no other general synergies or detriments.

Eldritch Aid Spells
Eldritch Aid spells are used to heal, cure, and support Eldritch creatures and objects. It can aid non-Eldtrich targets, but there is always some cost associated with this aid, usually in the form of an Eldtrich taint for days after the spell is cast. Also used to bind or control Eldritch creatures.

For example,'' a demon heals a lone traveler for 45 LIFE. For 45 days that traveler is tainted by the Eldritch magic and has the Eldritch designation making him weak to Fire and Arcane.''

Eldritch Attack Spells
These spells don't just do damage, they can attack the moral center of a character or their spirit and morale. All Eldritch Attack spells act as if the character has the Astral Caster Trait. However, each Eldritch Attack spell costs 1 LIFE in addition to any other costs associated with the casting.

Eldritch Defense Spells
Eldritch Defense Spells are typically powerful, but they come with a cost. For every attack successfully defended by an Eldritch spell or device, the player must roll 1d10+SPI versus 1d10+PRS of the attacker. If the defender fails, they lose 1 SPI for a number of rounds equal to the difference in the roll. This effect can stack.

Eldritch Enchant Spells
Enchanting objects or creatures with Eldritch spells always comes with a cost to both the caster and the target. To cast an enchantment, the caster has to sacrifice something valuable to themselves in proportion to the power of the Enchantment. The most common sacrifice is blood. The target, if a creature, suffers the loss of 1 SPI or 1 CON (target's choice) for every 20 rolled on the enchantment for the duration of the enchantment.

Eldritch Illusion Spells
Versatile similar to Arcane Illusions, but there is always something off and sinister about the illusion.

Eldritch Learn Spells
Eldritch Learn spells are usually done through a pact with some sort of Eldritch creature. This creature will likely attempt to bargain for the information. Communication using Eldritch Learn us done through the medium of some Eldritch creature (imps are popular) and thus the message can get garbled, delayed, or forgotten along the way if the creature does not have sufficient motivation for delivering it wholly intact.

Eldritch Movement Spells
Eldritch Movement Spells mimic the spells from other Spectra, but trade extra power or versatility for the temporary sacrifice of 1 AGL at the beginning of the spell. This sacrifice can last for the entire spell, for turns after, or even days after depending on the effect and the GM.

Eldritch Summon Spells
Summons demons, devils, and other creatures with the Eldritch designation. These summons are usually based on a pre-arranged pact and can involve a substantial pre-paid cost at the time the pact is made, or a fairly hefty cost (considered a spell component) at the time of summoning. Failure to pay to the price usually ends with the summoned creature turning on the summoner.

Eldritch Transformation Spells
Eldritch Transformation is used to seal Eldritch creatures from accessing the Realm the caster is on. It can also transform targets, but that transformation is monstrous in nature and has detrimental effects. The BEA score is halved for the duration of the Transformation.

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