Page 211 - Lords of Madness: The Book of Aberrations
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Targets: Up to eight living creatures within range Spell resistance applies to the damage dealt by this spell but
Duration: 1 minute/level not to the darkness area.
Saving Throw: Will negates Arcane Material Component: A dollop of pitch with a tiny
Spell Resistance: Yes needle hidden inside it.
This spell allows you to eavesdrop as a standard action on DARKBOLT
the thoughts of up to eight other creatures at once, hearing Evocation [Darkness, Evil]
as desired: Level: Cleric 2, sorcerer/wizard 2, Vile Darkness 2
Components: V, S
• The ceaseless chaos representing images of surface
Casting Time: 1 action
CHAPTER 9 THE ABERRATION HUNTER • Individual trains of thought in whatever order you desire. Range: Close (25 ft. + 5 ft./2 levels)
thoughts.
Target: One creature
Duration: Instantaneous
• Information from all minds about one particular topic, thing,
or being, one nugget of information per caster level.
Saving Throw: Fortitude partial
• A study of the thoughts and memories of one creature of
the group in detail. Spell Resistance: Yes
The caster makes a ranged touch attack against a foe, launching
Once per round, if you do not perform a detailed study of a bolt of cold darkness from his left hand. The bolt deals 1d8
one creature’s mind, you can attempt (as a standard action) points of damage per two caster levels (maximum 5d8). Half the
to implant a suggestion in the mind of any one of the affected damage is cold, and the other has no specific type. When struck,
creatures. The creature can make another Will saving throw the foe must also succeed on a Fortitude save or be stunned for
to resist the suggestion, using the save DC of the brain spider. 1 round, overwhelmed by the evil charge of the darkbolt.
(Creatures with special resistance to enchantment spells can
use this resistance to keep from being affected by the sugges- DESPOIL
tion.) Success on this saving throw does not negate the other Transmutation [Evil]
effects of the brain spider for that creature. Level: Cleric 9, Corruption 9
You can affect all intelligent beings of your choice within Components: V, S, M
range (up to the limit of eight), beginning with known or Casting Time: 1 minute
named beings. Language is not a barrier, and you need not Range: Touch
personally know the beings—you can choose, for instance, “the Area: 100 ft./level radius
nearest eight guards who must be in that chamber there.” The Duration: Instantaneous
spell cannot reach those who make a successful Will save. Saving Throw: Fortitude partial (plants) or Fortitude negates
Material Component: A spider of any size or kind. It can be (other living creatures)
dead, but it must still have all eight legs. Spell Resistance: Yes
DAMNING DARKNESS The caster blights and corrupts a vast area of land. Plants with 1
Evocation [Darkness, Evil] Hit Die or less shrivel and die, and the ground cannot support
Level: Cleric 4, sorcerer/wizard 4, Vile Darkness 4 such plant life ever again. Plants with more than 1 Hit Die must
Components: V, M/DF succeed on a Fortitude saving throw or die. Even those success-
Casting Time: 1 action ful on their saves take 5d6 points of damage. All living creatures
Range: Touch in the area other than plants (and the caster) must succeed on a
Target: Object touched Fortitude saving throw or take 1d4 points of Strength damage.
Duration: 10 minutes/level (D) Unattended objects, including structural features such as
Saving Throw: None walls and doors, grow brittle and lose 1 point of hardness (to a
Spell Resistance: See below minimum of 0), then take 1d6 points of damage (this damage
bypasses any remaining hardness).
This spell is similar to darkness, except that those within the Only the effects of multiple wish or miracle spells can undo
area of darkness also take unholy damage. Creatures of good the lasting effect of this spell.
alignment take 2d6 points of damage per round in the dark- Material Component: Corpse of a freshly dead or preserved
ness, and creatures neither good nor evil take 1d6 points of living creature.
damage. As with the darkness spell, the area of the darkness
is a 20-foot radius, and the object that serves as the spell’s DETECT ABERRATION
target can be shrouded to block the darkness (and thus the Divination
damaging effect). Level: Cleric 2, druid 2, sorcerer/wizard 2
Damning darkness counters or dispels any light spell of equal Components: V, S
or lower level. Casting Time: 1 standard action
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