Page 213 - Lords of Madness: The Book of Aberrations
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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
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