Lords of Madness

Feats

General Feats Prerequisite Benefit
Aberration Banemagic ? Spells deal additional damage against aberrations
Aquatic Spellcasting ? Spells work normally underwater
Darkstalker ? Hide from creatures with extraordinary senses
Music of the Outer Spheres Perform (any) 11 ranks, bard level 9th Bardic music can sicken, vitalize, or lull aberrations
Parrying Shield1 Shield proficiency Add shield bonus to touch AC
Quick Recovery ? Allows new saves against stun and daze
Thrall Bred Humanoid, Con 13 Bonus to damage and saves when protecting charge
Wild Talent ? Gain psionic ability and 2 power points
Metamagic Feats Prerequisite Benefit
Ocular Spell Knowledge (dungeoneering) 4 ranks, 2 or more eyes Cast spells as rays from eyes
Aberrant Feats Prerequisite Benefit
Aberration Blood2 Humanoid Grants bonus on skill, allows other aberrant feats
?Aberration Wild Shape Aberration Blood, wild shape ability Assume aberration form with wild shape
?Bestial Hide Aberration Blood Gain +1 natural armor bonus per two aberrant feats
?Deepspawn Aberration Blood, one other aberrant feat Tentacles grant additional attacks
?Durable Form Aberration Blood Gain 2 hp per aberrant feat
?Inhuman Reach Aberration Blood Increase natural rech by 5 feet, take ?1 penalty on melee attack rolls
?Inhuman Vision Aberration Blood Gain darkvision and bonus on Spot checks
?Scavenging Gullet Aberration Blood +4 bonus against poison, eat anything
?Starspawn Aberration Blood, one other aberrant feat Wings grant flight, resistance to cold 5
?Warped Mind Aberration Blood +1 bonus on Will saves per two aberrant feats
?Waterspawn Aberration Blood, one other aberrant feat Fins grant Swim bonuses, resistance to cold 5

1 A fighter can select this feat as one of his fighter bonus feats.

2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new aberrant feature.

Spells

BARD SPELLS

3rd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

5th LEVEL

Morality Undone: Subject becomes evil.

CLERIC SPELLS

2nd LEVEL

Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.

Detect Aberration: Detect the presence of aberrations.

3rd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

4th LEVEL

Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.

5th LEVEL

Morality Undone: Subject becomes evil.

8th LEVEL

Befoul: Large amount of water becomes poisonous.

Brain Spider: Eavesdrop on thoughts of up to eight other creatures.

9th LEVEL

Despoil: Kills plants, damages objects in 100-ft. radius/level.

DOMAINS

CORRUPTION DOMAIN

Granted Powers: Once per day, you can attack an object and ignore its hardness.

Domain Spells
  1. Doom: One subject takes a –2 penalty on attack rolls, damage rolls, saves, and checks.
  2. Blindness/Deafness: Makes subject blinded or deafened.
  3. Contagion: Infects subject with chosen disease.
  4. Morality Undone: Subject becomes evil.
  5. Feeblemind: Subject’s Int and Cha drop to 1.
  6. Pox: Deals 1d4 Con drain to one creature/level.
  7. Insanity: Subject affected by continuous confusion.
  8. Befoul: Turns large amount of water poisonous.
  9. Despoil: Kills plants and damages objects in 100-ft./level radius.
FORCE DOMAIN

Granted Powers: By manipulating cosmic forces of inertia and force, once per day the cleric 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/two 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

Granted Powers: 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.

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

Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.

Madness Domain Spells
  1. Confusion, Lesser: One creature acts randomly for one round.
  2. Touch of Madness: Dazes touched target for 1 round per caster level.
  3. Rage: Blood frenzy grants target +4 Str, +4 Con and +2 on Will saves.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. Bolts of Bedevilment: One ray attack per round. Affected creatures are dazed for 1d3 rounds.
  6. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  7. Insanity: Subject suffers continuous confusion.
  8. Maddening Scream: Makes subject race about caterwauling.
  9. Weird: As phantasmal killer, but affects all within 30 ft.
MIND DOMAIN

Granted Powers: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.

Domain Spells
  1. Comprehend Languages: Understands 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: Link lets 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 ft.
VILE DARKNESS DOMAIN

Granted Powers: You gain the Blind-fight feat.

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 LEVEL

Detect Aberration: Detect the presence of aberrations.

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

3rd LEVEL

Nature’s Purity: Ray deals 2d6 force damage to undead and 5d6 to aberrations.

6th LEVEL

Pox: One creature/level takes 1d4 Con drain.

PALADIN SPELLS

3rd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

RANGER SPELLS

2nd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

SORCERER/WIZARD SPELLS

2nd LEVEL
Div

Detect Aberration: Detect the presence of aberrations.

Evoc

Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.

3rd LEVEL
Evoc

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

Trans

Arms of Plenty: Grow two additional arms.

Undulant Innards: Gain immunity to extra damage from critical hits and sneak attacks.

4th LEVEL
Evoc

Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.

6th LEVEL
Div

Probe Thoughts: Read subject’s memories, one question/round.

9th LEVEL
Conj

Utterdark: 100-ft./level radius of darkness that evil creatures can see through.

Evoc

Invoke Magic: Momentarily negate antimagic effects.