Lords Of Madness.   Posted by DM North.Group: public
DM North
 GM, 4 posts
Tue 12 Apr 2011
at 19:06
Lords Of Madness
Feats

Darkstalker
Aberrant Feats

Aberration Banemagic
Aberration Blood [Aberrant]
Aberration Wild Shape [Aberrant]

Aquatic Spellcasting
Bestial Hide [Aberrant]
Deepspawn [Aberrant]
Durable Form [Aberrant]
Inhuman Vision [Aberrant]

Music of the Outer Spheres
Ocular Spell [Metamagic]
Parrying Shield
Quick Recovery
Scavenging Gullet [Aberrant]
Starspawn [Aberrant]

Thrall Bred
Warped Mind [Aberrant]
Waterspawn [Aberrant]

Wild Talent

Prestige Classes

Abolisher
Darkrunner
Fleshwarper

Keeper of the Cerulean Sign
Sanctifi ed Mind
Topaz Guardian

Spells


BARD SPELLS
3rd - Invoke the Cerulean Sign*: Aberrations become sickened, nauseated, dazed, or stunned.
5th - Morality Undone*: Subject becomes evil.

CLERIC SPELLS
2nd - Darkbolt*: Deals 1d8 damage/2 levels and stuns 1 round.
      Detect Aberration*: Detect the presence of aberrations.
3rd - Invoke the Cerulean Sign*: Aberrations become sickened, nauseated, dazed, or stunned.
4th - Damning Darkness*: Darkness deals either 2d6 or 1d6 damage per round.
5th - Morality Undone*: Subject becomes evil.CHAPTER 9

8th - Befoul*: Large amount of water becomes poisonous.
      Brain Spider*: Eavesdrop on thoughts of up to eight other creatures.
9th - Despoil*: Kills plants, damages objects in 100-ft. radius/level.

CORRUPTION DOMAIN
Deities: Ghaunadaur, the Patient One.
Granted Power: Once per day, as a standard action, you can use corrupting touch by making a melee touch attack. Corrupting touch deals 1d6 points of damage per two levels and causes the target to become sickened for 1 round. Corrupting touch works only on living creatures.
Corruption Domain Spells
1 Doom: One subject takes –2 penalty on attacks, damage, saves, and checks.
2 Blindness/Deafness: Makes subject blind or deaf.
3 Contagion: Infects subject with chosen disease.
4 Morality Undone*: Subject becomes evil.
5 Feeblemind: Subject’s Int drops to 1.
6 Pox*: One creature/level takes 1d4 Con drain.
7 Insanity: Subject suffers from continuous confusion.
8 Befoul*: Large amount of water becomes poisonous.
9 Despoil*: Kills plants, damages objects in 100-ft. radius/level.

FORCE DOMAIN
Deity: Tharizdun.
Granted Power: By manipulating cosmic forces of inertia and force, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability.
Force Domain Spells
1 Mage Armor: Gives subject +4 armor bonus.
2 Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
3 Blast of Force*: Ray deals 1d6 damage/2 caster levels (max 5d6).
4 Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
5 Wall of Force: Wall is immune to damage.
6 Repulsion: Creatures can’t approach you.
7 Forcecage: Cube or cage of force imprisons all inside.
8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

HATRED DOMAIN
Deities: Ghaunadaur, the Great Mother.
Granted Power:  Choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. This supernatural ability is usable once per day as a free action.
Hatred Domain Spells
1 Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
2 Scare: Panics creatures of less than 6 HD.
3 Bestow Curse: Subject takes –6 penalty to an ability score; –4 penalty on attack rolls, saves and checks; or 50% chance of losing each action.
4 Song of Discord: Forces targets to attack each other.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Forbiddance: Blocks planar travel, damages creatures of different alignment.
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8 Antipathy: Object or location affected by spell repels certain creatures.
9 Wail of the Banshee: Kills one creature/level.

MADNESS DOMAIN
Deities:  Erythnul, Mak Thuum Ngatha, Tharizdun, Vecna.
Granted Power: You are slowly going insane. Subtract 1 from all Wisdom-based skill checks (such as Listen checks) and all Will saves. Once per day, you can act with the clarity of true madness. Add half your level to a single Wisdom-based skill check or Will save. Choose to use this power before the roll is made.
Madness Domain Spells
1 Confusion, Lesser: One creature acts randomly for 1 round.
2 Touch of Madness: Dazes one creature for 1 round/level.
3 Rage: Subject gains +2 to Str and Con, +1 on Will saves, –2 to AC.
4 Confusion: Makes subject behave oddly for 1 round/level.
5 Bolts of Bedevilment*: One ray/round, dazes 1d3 rounds.
6 Phantasmal Killer: Fearsome illusion kills one creature or deals 3d6 damage.
7 Insanity: Subject suffers from continuous confusion.
8 Maddening Scream*: Subject has –4 AC, no shield, Refl ex save on 20 only.
9 Weird: As phantasmal killer, but affects all within 30 feet.

MIND DOMAIN
Deities: Boccob, Ilsensine, Olidammara, Wee Jas.
Granted Power: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Mind Domain Spells
1 Comprehend Languages: Understand all spoken and written languages.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Lesser Telepathic Bond: Link with subject within 30 ft. for 10 min./level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary’s Telepathic Bond: Lets all allies communicate.
6 Probe Thoughts*: Read subject’s memories, one question/round.
7 Brain Spider*: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 feet.

VILE DARKNESS DOMAIN
Deity: The Patient One.
Granted Power: You gain the Blind-fight feat.Note: This domain description is a revision of the Darkness domain presented in Book of Vile Darkness.
Vile Darkness Domain Spells
1 Darkvision: See 60 ft. in total darkness.
2 Darkbolt*: Deals 1d8 damage/2 levels and stuns 1 round.
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft. radius.
4 Damning Darkness*: Darkness deals either 2d6 or 1d6 damage per round.
5 Evard’s Black Tentacles: 1d4+1/level tentacles grapple randomly within 15 ft.
6 Wall of Force: Wall manifests as an opaque black wall, is immune to damage.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Utterdark*: 100-ft./level radius of darkness that evil creatures can see through.
9 Screen: Illusion hides area from vision, scrying.

DRUID SPELLS
2nd - Detect Aberration*: Detect the presence of aberrations.
      Invoke the Cerulean Sign*: Aberrations become sickened, nauseated, dazed, or stunned.
3rd - Nature’s Purity*: Ray deals 2d6 force damage to undead and 5d6 to aberrations.
6th - Pox*: One creature/level takes 1d4 Con drain.

PALADIN SPELL
3rd - Invoke the Cerulean Sign*: Aberrations become sickened, nauseated, dazed, or stunned.
RANGER SPELL
2nd - Invoke the Cerulean Sign*: Aberrations become sickened, nauseated, dazed, or stunned.

SORCERER/WIZARD SPELLS
2nd - Detect Aberration*: Detect the presence of aberrations.
      Darkbolt*: Deals 1d8 damage/2 levels and stuns 1 round.
3rd - Invoke the Cerulean Sign*:  Aberrations become sickened, nauseated, dazed, or stunned.
      Arms of Plenty*: Grow two additional arms.
      Undulant Innards*: Gain immunity to extra damage from critical hits and sneak attacks.
4th - Damning Darkness*: Darkness deals either 2d6 or 1d6 damage per round.
6th - Probe Thoughts*: Read subject’s memories, one question/round.
9th - Utterdark*: 100-ft./level radius of darkness that evil creatures can see through.
      Invoke Magic*: Momentarily negate antimagic effects

Items
Amulet of Inviolate Form
Chuulface Mask
The Codex Anathema
Dust of Negation
Ring of Lightning Flashes
Rod of Freedom

Grafts...

This message was last edited by the GM at 19:06, Tue 12 Apr 2011.