Page 213 - Lords of Madness: The Book of Aberrations
P. 213

While druids and rangers are the classes most often known  MADDENING SCREAM
               to cast this ancient spell, its magic is nearly universal and can   Enchantment (Compulsion) [Mind-Affecting]
               be mastered by all spellcasting classes.          Level: Madness 8
                 When you cast this spell, you trace the cerulean sign in the air   Components: V
               with a hand, leaving a glowing blue rune in the air for a brief   Casting Time: 1 standard action
               moment before it flashes and fills the area of effect with a pulse   Range: Touch


               of cerulean light. Any aberration within the area must make   Target: Living creature touched
               a Fortitude saving throw or suffer the following ill effects.   Duration: 1d4+1 rounds

               Closer aberrations are affected first.             Saving Throw: None
                                                                 Spell Resistance: Yes
      CHAPTER 9  THE ABERRATION   HUNTER  Aberration Hit Dice   Effect  The subject cannot keep himself from screaming, gibbering,
                                                  None
                Up to caster level +10
                Up to caster level +5
                                                  Sickened
                                                                 and leaping about as though completely mad. This spell makes
                                                  Nauseated
                Up to caster level
                                                                 it impossible for the victim to do anything other than race
                                                  Dazed
                Up to caster level –5
                                                                 about caterwauling. The spell gives the subject a –4 penalty to
                Up to caster level –10
                                                  Stunned
                                                                 Armor Class, makes Reflex saving throws impossible except

                 Each effect lasts for 1 round.                  on a roll of 20, and makes it impossible to use a shield.
                 None: The aberration suffers no ill effect, even if it fails the
               saving throw.                                   MORALITY UNDONE
                 Sickened: The aberration takes a –2 penalty on attack rolls,   Enchantment [Evil, Mind-Affecting]
               saving throws, skill checks, and ability checks for 1 round.  Level: Bard 5, cleric 5, Corruption 4
                 Nauseated: The aberration cannot attack, cast spells, concen-  Components: V, S, M/DF
               trate on spells, or do anything but take a single move action   Casting Time: 1 action
               for 1 round.                                      Range: Close (25 ft. + 5 ft./2 levels)
                 Dazed: The aberration can take no actions, but has no penalty   Target: One nonevil creature
               to its Armor Class, for 1 round.                  Duration: 10 minutes/level
                 Stunned: The aberration drops everything held, can’t take   Saving Throw: Will negates
               actions, takes a –2 penalty to AC, and loses its Dexterity bonus   Spell Resistance: Yes
               to AC (if any) for 1 round.
                 Once a creature recovers from an effect, it moves up one   The caster turns one creature evil. The chaotic/neutral/lawful
               level on the table. Thus, a creature that is stunned by this   component of the subject’s alignment is unchanged. The sub-
               spell is dazed the round after that, nauseated the round after   ject retains whatever outlook, allegiances, and relationships
               that, sickened the round after that, and then recovers fully   it had before, as long as they do not conflict with the new


               the next round.                                   alignment. Otherwise, it acts with its new selfish, bloodthirsty,
                                                                 and cruel outlook on all things.
              INVOKE MAGIC                                         For example, a wizard might not immediately turn on her
               Evocation                                         fighter companion for no apparent reason, particularly in the


               Level: Sorcerer/wizard 9                          middle of a combat when they’re fighting on the same side.
               Components: V, S, M                               But she might allow her friend to be hurt or killed if her friend
               Casting Time: 1 swift action                      is carrying something valuable she could recover later, or she
               Range: Personal                                   might use spells to control or deceive her friend to get what
               Target: You                                       she wants. She might even eventually decide to betray or attack
               Duration: 1 round                                 her friend if there is some potential gain involved.
                                                                   Arcane Material Component: A powdered holy symbol.

               You cause a flicker of magic to momentarily exist in a place
               where magic cannot normally function, such as within the area  NATURE’S PURITY
               of an antimagic field, a dead magic area, or a null-magic plane.   Evocation

               This allows you the ability to cast a single spell of 4th level or   Level: Druid 3
               lower, which then ends the spell’s effect.        Components: V, S
                 Casting invoke magic is a swift action, like casting a quick-  Casting Time: 1 standard action
               ened spell. You can perform only one swift action each round.   Range: Medium (100 ft. + 10 ft./level)
               Normally, you cast invoke magic and then immediately follow   Effect: One or more rays
               it by casting another spell as a standard action.  Duration: Instantaneous
                 Material Component: A diamond worth at least 1,000 gp.  Saving Throw: None
                                                                 Spell Resistance: Yes
  212
   208   209   210   211   212   213   214   215   216   217   218