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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