72 lines
3.1 KiB
HTML
72 lines
3.1 KiB
HTML
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
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<head>
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<title>Player Resource Consortium :: Manual :: Content :: Eye of the Beholder</title>
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<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" />
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<link rel="stylesheet" type="text/css" href="../../../styles/manual_common.css" />
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<link rel="stylesheet" type="text/css" href="../../../styles/manual_content_common.css" />
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</head>
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<body>
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<div class="div_paddedcontent">
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<div><h1> :: Eye of the Beholder :: </h1></div><br />
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<!-- The icon, if building with icons. icon.html -->
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<div class="div_paddedicon"></div>
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<div>Eye of the Beholder
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<br />Transmutation [Evil]
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<br />Level: Sor/Wiz 7
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<br />Components: V S
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<br />Casting Time: 1 action
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<br />Range: Personal
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<br />Target: Caster
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<br />Duration: 1 round/level
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<br />
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<br />One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks. More important, the eye has one of the beholder's eye powers,
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<br />determined randomly. The caster can use this power as a standard action during the spell's duration.
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<br />
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<br />Each type of eye produces an effect identical to that of a spell cast by a 13th level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player's Handbook). All of these effects have a range of 150 feet and a save
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<br />DC of 18.
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<br />
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<br />Roll 1d10 to see which eye the caster gains.
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<br />
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<br />1d10 Eye Effect
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<br />
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<br />1 Charm Person: Target must make a Will save
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<br /> or be affected as though by the spell.
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<br />
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<br />2 Charm Monster: Target must make a Will save
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<br /> or be affected as though by the spell.
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<br />
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<br />3 Sleep: As the spell, except that it affects
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<br /> one creature with any number of Hit Dice.
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<br /> Target must make a Will save to resist.
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<br />
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<br />4 Flesh to Stone: Target must make a Fortitude
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<br /> save or be affected as though by the spell.
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<br />
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<br />5 Disintegrate: Target must make a Fortitude
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<br /> save or be affected as though by the spell.
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<br />
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<br />6 Fear: As the spell, except that it targets
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<br /> one creature. Target must make a Will save
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<br /> or be affected as though by the spell.
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<br />
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<br />7 Slow: As the spell, except that it affects
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<br /> one creature. Target must make a Will save
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<br /> to resist.
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<br />
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<br />8 Inflict Moderate Wounds: As the spell, dealing
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<br /> 2d8+10 points of damage (Will half).
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<br />
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<br />9 Finger of Death: Target must make a Fortitude
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<br /> save or be slain as though by the spell. The
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<br /> target takes 3d6+13 points of damage if his
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<br /> save succeeds.</div>
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<!-- A list of the names of this spell's subradials. Or nothing if there aren't any. spellsubradials.html -->
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<div></div>
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</div>
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</body>
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</html>
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