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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