Page 209 - Lords of Madness: The Book of Aberrations
P. 209

Madness Domain Spells                              7 Shadow Walk: Step into shadow to travel rapidly.
               1 Confusion,  Lesser:  One  creature  acts  randomly  for  1   8 Utterdark*: 100-ft./level radius of darkness that evil crea-
                 round.                                            tures can see through.
               2 Touch  of  Madness:  Dazes  one  creature  for  1  round/  9 Screen: Illusion hides area from vision, scrying.
                 level.
               3 Rage: Subject gains +2 to Str and Con, +1 on Will saves, –2  DRUID SPELLS
                 to AC.                                        2nd-Level Druid Spells
               4 Confusion: Makes subject behave oddly for 1 round/level.  Detect Aberration*: Detect the presence of aberrations.
               5 Bolts  of  Bedevilment*:  One  ray/round,  dazes  1d3   Invoke the Cerulean Sign*: Aberrations become sickened,
                                                                   nauseated, dazed, or stunned.
                 rounds.
      CHAPTER 9  THE ABERRATION   HUNTER  6 Phantasmal Killer: Fearsome illusion kills one creature   3rd-Level Druid Spell
                 or deals 3d6 damage.
                                                                 Nature’s Purity*: Ray deals 2d6 force damage to undead and
               7 Insanity: Subject suffers from continuous confusion.
                                                                   5d6 to aberrations.
               8 Maddening Scream*: Subject has –4 AC, no shield, Reflex

                 save on 20 only.
               9 Weird: As phantasmal killer, but affects all within 30 feet.  6th-Level Druid Spell
                                                                 Pox*: One creature/level takes 1d4 Con drain.
              MIND DOMAIN
                 Deities: Boccob, Ilsensine, Olidammara, Wee Jas.  PALADIN SPELL
                 Granted Power: You gain a +2 bonus on Bluff, Diplomacy,  3rd-Level Paladin Spell
               and Sense Motive checks.                          Invoke the Cerulean Sign*: Aberrations become sickened,
                                                                   nauseated, dazed, or stunned.
              Mind Domain Spells
               1 Comprehend  Languages:  Understand  all  spoken  and  RANGER SPELL
                 written languages.                            2nd-Level Ranger Spell
               2 Detect Thoughts: Allows “listening” to surface thoughts.  Invoke the Cerulean Sign*: Aberrations become sickened,
               3 Lesser Telepathic Bond: Link with subject within 30 ft.   nauseated, dazed, or stunned.
                 for 10 min./level.
               4 Discern Lies: Reveals deliberate falsehoods.  SORCERER/WIZARD SPELLS
               5 Rary’s Telepathic Bond: Lets all allies communicate.  2nd-Level Sorcerer/Wizard Spells
               6 Probe Thoughts*: Read subject’s memories, one question/  Div   Detect Aberration*: Detect the presence of aberra-
                 round.                                                tions.
               7 Brain Spider*: Eavesdrop on thoughts of up to eight other   Evoc  Darkbolt*: Deals 1d8 damage/2 levels and stuns 1
                 creatures.                                            round.
               8 Mind Blank: Subject is immune to mental/emotional magic
                 and scrying.                                  3rd-Level Sorcerer/Wizard Spells
               9 Weird: As phantasmal killer, but affects all within 30 feet.  Evoc  Invoke  the  Cerulean  Sign*:  Aberrations  become
                                                                       sickened, nauseated, dazed, or stunned.
              VILE DARKNESS DOMAIN                               Trans  Arms of Plenty*: Grow two additional arms.
                 Deity: The Patient One.                               Undulant Innards*: Gain immunity to extra damage
                 Granted Power: You gain the Blind-fight feat.          from critical hits and sneak attacks.

                 Note: This domain description is a revision of the Darkness
               domain presented in Book of Vile Darkness.      4th-Level Sorcerer/Wizard Spell
                                                                 Evoc  Damning Darkness*: Darkness deals either 2d6 or
              Vile Darkness Domain Spells                              1d6 damage per round.
               1 Darkvision: See 60 ft. in total darkness.
               2 Darkbolt*: Deals 1d8 damage/2 levels and stuns 1 round.  6th-Level Sorcerer/Wizard Spell
               3 Deeper Darkness: Object sheds absolute darkness in a   Div   Probe  Thoughts*:  Read  subject’s  memories,  one
                 60-ft. radius.                                        question/round.
               4 Damning Darkness*: Darkness deals either 2d6 or 1d6
                 damage per round.                             9th-Level Sorcerer/Wizard Spells
               5 Evard’s  Black  Tentacles:  1d4+1/level  tentacles  grapple   Conj  Utterdark*: 100-ft./level radius of darkness that evil
                 randomly within 15 ft.                                creatures can see through.
               6 Wall of Force: Wall manifests as an opaque black wall, is   Evoc  Invoke  Magic*:  Momentarily  negate  antimagic
                 immune to damage.                                     effects.
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