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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