Page 182 - Lords of Madness: The Book of Aberrations
P. 182
MUSIC OF THE OUTER SPHERES An ocular spell uses up a spell slot two levels higher than
You can use your bardic music to create discordant, insane the spell’s actual level.
sounds. This music is particularly effective against aberra-
tions, and can sicken them, vitalize them, or fill them with PARRYING SHIELD
lethargy. You have studied advanced techniques for battling foes whose
Prerequisites: Perform (any) 11 ranks, bard level 9th. attacks normally bypass armor. You use your shield to block
Benefit: You can now use the following additional bardic or deflect rays and other touch attacks.
music abilities. Prerequisite: Shield proficiency.
Lull Aberration (Sp): You must target a single aberration Benefit: You gain your shield bonus (and the shield’s
within 30 feet with this ability. You can target an additional enhancement bonus, if any) as an addition to your touch AC.
aberration for every three bard levels above 9th that you pos- Special: A fighter can select Parrying Shield as one of his
sess. A targeted aberration must make a Will save (DC 10 + fighter bonus feats (see Player’s Handbook page 38). HUNTER CHAPTER 9
1/2 bard’s level + bard’s Cha modifier) or become lethargic and THE ABERRATION
partially hypnotized by the discordant sounds of your perfor- QUICK RECOVERY
mance. Affected aberrations are slowed, as per the spell. It’s hard to keep you down for long. You have a talent for shak-
Sicken Aberration (Sp): Any aberration within a 30-foot spread ing off effects that leave others unable to act.
centered on you must make a Fortitude saving throw (DC 10 Benefit: Whenever you begin your turn stunned or dazed,
+ 1/2 bard’s level + bard’s Cha modifier) or become sickened you can make a new saving throw at the original DC of the
for as long as you continue to use this ability. If an aberration effect that stunned or dazed you in an attempt to recover.
makes this saving throw, it does not have to make another Recovering from being stunned or dazed in this way is a move
saving throw to avoid becoming sickened unless you activate action. If the effect that caused you to become stunned or dazed
this ability again. did not allow a saving throw, you can recover by succeeding
Vitalize Aberration (Sp): All aberrations within a 30-foot on a Will save (DC 10 + 1/2 HD or caster level of originator of
spread centered on you gain a +2 morale bonus to all special effect + relevant ability modifier, or Cha modifier if there is
attack and spell-like ability save DCs and a +1 dodge bonus to not an obvious ability linked to the effect).
Armor Class. Normal: You are stunned or dazed as long as the effect calls
for, and do not have an opportunity to recover early.
OCULAR SPELL [METAMAGIC]
Your study of the terrible powers of the beholder has given you SCAVENGING GULLET [ABERRANT]
insight into new ways to prepare and cast spells. The taint of the aberration in your blood has gifted you with
Prerequisites: Knowledge (dungeoneering) 4 ranks, two the ability to gain nourishment from things that others would
or more eyes. never consider as food.
Benefit: You can cast a spell with a casting time of 1 full Prerequisite: Aberration Blood.
round or less as an ocular spell. An ocular spell does not take Benefit: You gain nourishment from eating any organic
effect immediately, but is instead held in one of your eyes for up material, despite its freshness or source.
to 8 hours. You can store only two ocular spells in this fashion, You gain a +4 racial bonus on Fortitude saves to resist the
even if you have more than two eyes. Only ray spells and spells effect of ingested poisons, as well as on Fortitude saves to
with a target other than personal can be cast as ocular spells. resist diseases caused by ingested substances (such as spoiled
When you choose, you can then cast both of the ocular spells food).
as a full-round action; the spells become brilliant blasts that
shoot out from your eyes. You can choose different targets for STARSPAWN [ABERRANT]
the two ocular spells. Your abnormal body and heritage has become more pro-
When you release an ocular spell, its effect changes to a ray nounced. You grow membranous wings and are comfortable
with a range of up to 60 feet. If the spell previously would have in extreme elevations.
affected multiple creatures, it now affects only the creature Prerequisites: Aberration Blood, one other aberrant feat.
struck by the ray. You must succeed on a ranged touch attack Benefit: You gain a fly speed (with average maneuverability)
to strike your target with an ocular spell, and the target is still equal to one-half your base land speed (round down to the
permitted any saving throw allowed by the spell. nearest 5-foot increment). You can use your flight for a number
Example: Ferno, an 11th-level wizard with the Ocular Spell of consecutive rounds equal to 1 + your Constitution modifier
feat, could prepare two scorching ray spells as ocular spells, (minimum 1 round); between these uses you cannot fly for 1
casting them at the beginning of the day. In combat, he can round.
take a full-round action to fire off both scorching ray spells. He You gain resistance to cold 5. You are immune to altitude
can fire each spell at a different target, and he gets all three fatigue and altitude sickness.
rays from each spell.
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