Page 212 - Lords of Madness: The Book of Aberrations
P. 212

Range: 60 ft.                                     Aura Strength         Duration
          Area:  Quarter  circle  emanating  from  the  character  to  the   Faint   1d6 minutes
            extreme of the range                            Moderate              1d6 × 10 minutes
                                                            Strong                1d6 hours
          Duration: Concentration, up to 1 minute/level (D)
                                                            Overwhelming          1d6 days
          Saving Throw: None
          Spell Resistance: No                                Each round, the character can turn to detect aberrant auras
                                                            in a new area. The spell can penetrate barriers, but 1 foot of
          You can detect the presence of all aberrations in the area. The   stone, 1 inch of common metal, a thin sheet of lead, or 3 feet
          amount of information revealed depends on how long you   of wood or dirt blocks it.
          study a particular area or subject:
            1st Round: Presence or absence of aberrant life.  INVOKE THE CERULEAN SIGN
            2nd  Round:  Number  of  different  aberrant  auras  and  the   Evocation
          strength of the strongest aura. If you detect overwhelming   Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, sorcerer/  HUNTER  THE ABERRATION   CHAPTER 9
          aberrant power with this spell, and the Hit Dice or level of   wizard 3
          the aura’s source is at least twice your character level, you are   Components: S
          stunned for 1 round and the spell ends.          Casting Time: 1 standard action
            3rd Round: The strength and location of each aura.  Range: 30 ft.
            Aura Power: An aberrant aura’s power depends on the type   Area: Multiple aberrations whose combined total Hit Dice do
          of creature you’re detecting and its Hit Dice; see the accompa-  not exceed twice caster level in a spread emanating from the
          nying table. If an aura falls into more than one power category,   character to the extreme of the range
          the spell indicates the stronger of the two. A humanoid with   Duration: Instantaneous
          the Aberration Blood feat detects as Faint even if it has more   Saving Throw: Fortitude negates
          than 3 Hit Dice.                                  Spell Resistance: No

           Hit Dice    Strength                             The cerulean sign is an ancient symbol said to embody the purity
           1–3 or lower   Faint                             of the natural world, and as such it is anathema to aberrations.
           4–7         Moderate                                                                               Illus. by S. Belledin
           8–13        Strong
           14 or higher   Overwhelming
            Length  Aura  Lingers:
          How long the aura lingers
          depends on its original
          strength:











        A cleric invokes the
        cerulean sign in combat
        against a chuul

















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