Page 214 - Lords of Madness: The Book of Aberrations
P. 214

A shimmering green beam of light springs forth from your  TOUCH OF MADNESS
          outstretched hand. You can direct this ray at any target in range.   Enchantment [Mind-Affecting]
          If you hit the target, the ray deals 1d6 points of force damage.  Level: Madness 2
            Against undead and constructs, the ray deals 2d8 points of   Components: V, S
          force damage.                                     Casting Time: 1 standard action
            Against aberrations, the ray deals 5d6 points of force damage   Range: Touch
          and threatens a critical hit on a roll of 19–20. An aberration   Target: Creature touched
          slain by this damage is immediately transformed into pungent-  Duration: 1 round/level
          smelling inert plant matter.                      Saving Throw: Will negates
            You can generate one additional ray for every four levels   Spell Resistance: Yes
          above 5th (to a maximum of four rays at 17th level). The rays
          can be fired at the same or different targets, but all rays must   You can daze one living creature by making a successful touch   HUNTER  CHAPTER 9

          be aimed at targets within 30 feet of each other and fired   attack. If the target creature does not make a successful Will   THE ABERRATION

          simultaneously.                                   save, its mind is clouded and it takes no action for 1 round per
                                                            caster level. A dazed creature is not stunned (so attackers get
        POX                                                 no special advantage against it), but it can’t move, cast spells,
          Necromancy [Evil]                                 use mental abilities, and so on.
          Level: Corruption 6, druid 6
          Components: V, S, DF                            UNDULANT INNARDS
          Casting Time: 1 action                            Transmutation
          Range: Close (25 ft. + 5 ft./2 levels)            Level: Sorcerer/wizard 3
          Targets: Up to one living creature/level, no two of which can   Components: V, S
            be more than 10 ft. apart                       Casting Time: 1 standard action
          Duration: Instantaneous                           Range: Close (25 ft. + 5 ft./2 levels)
          Saving Throw: Fortitude negates                   Target: One creature
          Spell Resistance: Yes                             Duration: 1 round/level
                                                            Saving Throw: None
          The affected creatures take 1d4 points of Constitution drain.   Spell Resistance: No
          Their skin breaks out in lesions and takes on a pale yellow
          pallor.                                           This spell causes a powerful transformation in the target creature.
                                                            Outwardly, the target doesn’t appear any different. On the inside,
        PROBE THOUGHTS                                      the creature’s internal organs constantly seethe and slither about,
          Divination [Mind-Affecting]                       and actively avoid being struck at by weapons. For the duration
          Level: Mind 6, sorcerer/wizard 6                  of the spell, the target is immune to extra damage from critical
          Components: V, S                                  hits and sneak attacks. Additionally, the target takes minimum
          Casting Time: 1 minute                            possible damage from falls and gains a +4 enhancement bonus
          Range: Close (25 ft. + 5 ft./2 levels)            on all saving throws against poison, disease, and paralysis.
          Target: One living creature
          Duration: Concentration                         UTTERDARK
          Saving Throw: Will negates; see text              Conjuration (Creation) [Evil]
          Spell Resistance: Yes                             Level: Sorcerer/wizard 9, Vile Darkness 8
                                                            Components: V, S, M/DF
          All the subject’s memories and knowledge are accessible to you,   Casting Time: 3 rounds
          ranging from memories deep below the surface to those still   Range: Close (25 ft. + 5 ft./2 levels)
          easily called to mind. You can learn the answer to one question   Area: 100-ft./level radius spread
          per round, to the best of the subject’s knowledge. You can also   Duration: 1 hour/level
          probe a sleeping subject, though the subject can make a Will   Saving Throw: None
          save against the DC of the probe thoughts spell to wake after each   Spell Resistance: No
          question. Subjects who do not wish to be probed can attempt
          to move beyond the power’s range, unless somehow hindered.   Utterdark spreads outward from you, creating an area of cold,
          You pose the questions telepathically, and the answers to those   cloying  magical  darkness.  This  darkness  is  similar  to  that
          questions are imparted directly to your mind. You and the   created by the deeper darkness spell, but it cannot be dispelled
          target do not need to speak the same language, although less   by magical light (although a light spell or similar effect of
          intelligent creatures might yield up only appropriate visual   equal or higher level can temporarily suppress the utterdark
          images in answer to your questions.              where their areas overlap, restoring normal illumination to
                                                           the affected area for as long as the light spell or effect lasts).
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