====== Eldritch ====== 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. ===== Talents ===== //**Defy Geometry:**// 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:**// 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. //**Otherworldly Shrieks:**// 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:**// 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 Spells ===== {{page>weird-wizard:spells:Betrayal_Of_Flesh&link&doindent}} {{page>weird-wizard:spells:Creeping_Mist&link&doindent}} {{page>weird-wizard:spells:Hijack_Corpse&link&doindent}} {{page>weird-wizard:spells:Rats_In_The_Walls&link&doindent}} {{page>weird-wizard:spells:Summon_Maggot_of_Sharzak-Ka&link&doindent}} {{page>weird-wizard:spells:Wild_Beast_Of_The_Dark_Woods&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Gnashing_Of_Teeth&link&doindent}} {{page>weird-wizard:spells:Hostile_Color&link&doindent}} {{page>weird-wizard:spells:Purple_Mold&link&doindent}} {{page>weird-wizard:spells:Sentient_Growth&link&doindent}} {{page>weird-wizard:spells:Shadows_Of_Nakthrakka&link&doindent}} {{page>weird-wizard:spells:Summon_Hoary_Winged_Thing&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Awaken_The_Dead_Dreamer&link&doindent}} {{page>weird-wizard:spells:Behold_The_Impossible&link&doindent}} {{page>weird-wizard:spells:Beware_The_Black_Door&link&doindent}} {{page>weird-wizard:spells:Drone_Of_The_Insatiable_Host&link&doindent}} {{page>weird-wizard:spells:Pale_Rider&link&doindent}} {{page>weird-wizard:spells:Form_Slick_Of_Undigested_Dreams&link&doindent}}