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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