Page 210 - Lords of Madness: The Book of Aberrations
P. 210
more Hit Dice immersed in this water must make a saving
SPELLS throw as if drinking it.
While several of the master aberrations develop their own If the caster affects only part of a larger body of water, the
arcane spells, many of these are divine spells associated with befouled water mixes with the pure water. If the entire body of
the various domains of aberration deities. Some are found water is no more than four times the size of the affected area,
only in the hands of hateful humanoid cultists, while others all the water in the body of water is befouled 24 hours later,
are potent weapons against aberrations. but the damage from drinking or swimming in the water is
only 1d2 points of Constitution damage. If the body of water
ARMS OF PLENTY is more than four times the affected area but less than twenty
Transmutation times the affected area, after 24 hours all of the water tastes
Level: Sorcerer/wizard 3 foul but has no damaging effect. If the entire body is larger
Components: V, S, M than twenty times the affected area, fouled water mixes with HUNTER CHAPTER 9
Casting Time: 1 standard action the clean water and loses all effect after 24 hours. THE ABERRATION
Range: Touch Material Components: A dead fish and a drop of poison.
Target: One creature
Duration: 1 round/level BLAST OF FORCE
Saving Throw: None Evocation [Force]
Spell Resistance: No Level: Force 3
Components: V, S
Two clawed arms grow out of the subject’s body. The arms Casting Time: 1 standard action
are roughly humanoid, but are either scaly or furred and end Range: Medium (100 ft. + 10 ft./level)
in sharp talons. The spell transforms any clothing or armor Effect: Ray
worn by the creature to accommodate these additional arms; Duration: Instantaneous
when the duration ends the creature’s clothing and armor Saving Throw: Fortitude partial; see text
return to normal. Spell Resistance: Yes
The arms grant the subject two primary claw attacks. A hit
from one of the claws deals slashing damage equal to 1d6 points You direct an invisible blast of force at a chosen target. The
(1d4 if Small) plus the creature’s Strength modifier. The claws blast is a ranged touch attack that deals 1d6 points of damage
cannot be used to wield weapons or manipulate objects. Since per two caster levels (maximum 5d6). In addition, a successful
the claws are primary attacks, you can attack with them in hit forces the target to make a Fortitude save or be knocked
addition to making your weapon attacks without penalty. The down (size and stability modifiers apply to the saving throw
claws count as magic weapons for the purpose of overcoming as if the spell were a bull rush).
damage reduction. If both claw attacks hit the same target, the
arms can rend the target for extra damage equal to 2d6 points BOLTS OF BEDEVILMENT
plus 1-1/2 times the subject’s Strength modifier. Enchantment [Mind-Affecting]
Multiple castings of arms of plenty on a creature do not stack; Level: Madness 5
the duration simply resets. Components: V, S
Material Component: A xill’s claw. Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
BEFOUL Effect: Ray
Transmutation [Evil] Duration: 1 round/level
Level: Cleric 8, Corruption 8 Saving Throw: Will negates
Components: V, S, M Spell Resistance: Yes
Casting Time: 1 minute
Range: Touch This spell grants you the ability to make one ray attack per
Area: Water in a volume of 100 ft./level by 100 ft./level by round. The ray dazes one living creature, clouding its mind
10 ft./level (S) so that it takes no action for 1d3 rounds. The creature is not
Duration: Permanent; see text stunned (so attackers get no special advantage against it), but
Saving Throw: None; see text it can’t move, cast spells, use mental abilities, and so on.
Spell Resistance: No
BRAIN SPIDER
The caster makes water (or other liquid) foul and mildly poison- Divination [Mind-Affecting]
ous. All creatures with 1 Hit Die or less that are in the water Level: Cleric 8, Mind 7
at the time of the casting die immediately. Anyone drinking Components: V, S, M, DF
this water must succeed on a Fortitude saving throw or take Casting Time: 1 round
1d4 points of Constitution damage. Any creature with 2 or Range: Long (400 ft. + 40 ft./level)
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