Notes
Racial notes 25th CL
Eye Rays (Su): Each of a hive mother’s ten small eyes can produce a magical ray once per round as a free action. Hive mothers can rotate and adjust their position with much greater speed and skill than normal beholders, and they can aim up to six eye rays at targets in any given 90-degree arc.
Each eye’s effect resembles a spell (caster level 20th). Each ray has a range of 240 feet and a save DC of 27. The save DCs are Charisma-based.
The ten eye rays include:
Crushing Despair:
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope.
Ray of Symbol of Sleep:
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.
Move Earth Ray:
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.
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Bestow Curse Ray
You place a curse on the subject. Choose one of the following three effects.
–6 decrease to an ability score (minimum 1).
–4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Righteous Glare
You gain a supernatural gaze attack like that of a ghaele eladrin. Evil creatures with 5 HD or fewer within 60 feet of you must make a successful Will save or die. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Neutral (neither good nor evil) creatures, and evil creatures with more than 5 HD, must succeed on a Will save or suffer the fear effect.
Smokey Confinement Eye (6 focuses)
At your touch, your foe dissipates into a thick smoke, which flows smoothly into the receptacle you have prepared. You transform the subject into smoke or gas, which is then stored inside the focus. The subject remains trapped within the focus, unaware and ageless. If the focus is ever broken or opened, the victim resumes his normal form in the same space as the focus. Focus: A tiny receptacle, such as a bottle or vase, of crystal or a similar material worth at least 100 gp. The receptacle must be able to be sealed.
Inflict Critical Wounds:
This works like the spell, causing 4d8+20 points of damage (Will save for half).
Sleep:
This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).
Curse of Arrow Attraction Ray:
The subject is cursed so that missile weapons veer toward him and strike with extreme force. The subject takes a –5 penalty to Armor Class against any ranged attack, including projectile weapons, thrown weapons, and ranged touch attacks. In addition, any critical threats on such attacks are automatically confirmed (Will negates)
Telekinesis:
A hive mother can move objects or creatures that weigh up to 375 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
Swallow Whole (Ex):
A hive mother can try to swallow a grabbed opponent that is at least two size categories smaller
than itself by making a successful grapple check. Once swallowed, the opponent takes 2d8+7 points of crushing damage plus 2d8 points of acid damage per round from the hive mother’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (Armor Class 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge hive mother’s gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.
Spells: A beholder mage gains the ability to cast arcane spells. These spells are drawn from the sorcerer/wizard spell list. At 1st level, a beholder mage masters all the cantrips detailed in the Player's Handbook and also knows two 1st-level spells. Each time it gains a level, it automatically learns two more spells of any level it can cast.
To learn or cast a spell, a beholder mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beholder mage's spell is 10 + the spell level + the beholder mage's Intelligence modifier. A beholder mage's spells function at a caster level equal to twice its beholder mage level.
A beholder mage can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given in Table 3—1. In addition, it receives bonus spells per day if it has a high Intelligence score.
A beholder mage combines the best of two worlds; it can learn new spells as a wizard can, and there is no upper limit to the number of spells it can learn and know. However, it casts its spells on the fly like a sorcerer. A beholder mage of high level typically knows a huge number of spells and can call upon any one of them at any time, providing it has a spell slot open of the appropriate spell level.
Starting at 1st level, whenever a beholder mage gains the ability to cast a new level of spells, it must sacrifice the use of its eye rays from one of its ten small eyestalks. From then on, that eyestalk casts spells of that level and is referred to as a spell-stalk. At 10th level, all of its eyestalks are spell-stalks.
As with its eye rays, casting a spell from a spell-stalk is a free action (although a single spell-stalk can cast only one spell per round). The spell is technically considered a cast spell (as opposed to the use of a spell-like ability), and thus the act of casting provokes attacks of opportunity normally. A spell cast from a spell-stalk otherwise resolves normally; unlike an eye ray, it does not need to make a ranged touch attack to successfully strike a target (unless the spell itself requires a touch attack). The standard beholder limitation against turning more than three eyestalks in any particular direction (that is, forward, backward, left, right, up, or down) still applies.
Beholder mages do not require material components to cast their spells. The ruined central eye acts as an arcane focus for all the creature's spells. If a spell normally requires a material component that carries with it a gold-piece cost, the beholder mage instead spends a number of experience points equal to one-fifth of the normal gold-piece cost (minimum of 1 experience point). The somatic components of a beholder mage's spells are supplied by the weaving and waving of its spell-stalks. The verbal component of a beholder mage's spells is the creature's special spellcasting song. The song takes effort; a beholder mage that is casting spells cannot speak or use its mouth to do anything else that round, including making bite attacks.
Arcane Hands (Su): A beholder mage develops the ability to manipulate objects as if with a mage hand spell. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). The hand cannot activate items that must be worn to utilize an effect (such as a helm of brilliance).
A beholder mage's arcane hand has an effective Strength score equal to the creature's beholder mage class level. An arcane hand can be used to perform any attack or defensive action for which a regular hand can be used. Using an arcane hand to make an unarmed strike provokes attacks of opportunity unless the beholder mage has the Improved Unarmed Strike feat. Theoretically, a beholder mage with monk levels could use its arcane hand for its unarmed attacks.
Ocular Transformation (Su): At 10th level, a beholder mage's ruined central eye undergoes a supernatural transformation and can absorb magic energy directed at the beholder. This grants the beholder spell resistance equal to its Hit Dice +5 (maximum spell resistance of 30).
If the creature's spell resistance succeeds in preventing the effect of a spell, its central eye begins to glow with red light equivalent to that of a torch. While it glows, the eye no longer grants spell resistance. In order to regain spell resistance, the beholder must spend a full-round action to absorb the energy stored in the eye. At the end of the full-round action, the eye stops glowing, and the beholder's spell resistance is again effective.
Absorbing the energy stored in the eye does not provoke attacks of opportunity, and it heals the beholder of 5 points of damage per spell level absorbed. Hit points gained in excess of the beholder's normal maximum are lost.
Eye of Madness (Su): A 1st-level, an ocular master can combine its charm monster and fear eye rays to greater effect. The mix of terror and feelings of amity toward the beholder makes the victim so confused it goes insane. To use this ability, the ocular master must be able so train both eye rays on a single target. A ray shoots from each of these two eyestalks, combining just as they're fired to form a single devastating ray. If the beholder hits with a ranged touch attack, the target is subject to an insanity effect, as the spell. The target must make a successful Will save (DC 10 + one-half the ocular master's racial Hit Dice + the ocular master's Charisma modifier + the ocular master's save DC increase bonus) to resist the effect. Even on a successful save, the target is shaken for 1d10 rounds. This effect counts as one ray for the purpose of determining how many rays per 90-degree firing arc the beholder can use (thus, it can still use two more eye rays in the same firing arc in which it uses eye of madness). The charm monster and fear rays cannot be used as normal during the round that the ocular master uses eye of madness.
Agile Aim (Ex): By 2nd level, the ocular master has learned to use its spell rays with greater accuracy. The practice required to combine two rays into a single attack improves its aim, granting it a +2 competence bonus on ranged touch attack rolls for all its eye ray attacks, including wandering eye, eye of madness, and ocular hammer.
Wandering Eye (Su): At 3rd level, the ocular master learns to combine its slow and telekinesis eye rays to produce an attack that forces the target into a maze (as the spell). To use this ability, the ocular master must be able to train both eye rays on a single target. A ray shoots from each of these two eyestalks, combining just as they're fired to form a single devastating ray. If the beholder hits with a ranged touch attack, the target is subject to the maze effect. The target creature does not get a save to resist the effect. This effect counts as one ray for the purpose of determining how many rays per 90-degree firing arc the beholder can use (thus, it can still use two more eye rays in the same firing arc in which it uses wandering eye). The slow and telekinesis rays cannot be used as normal during the round that the ocular master uses wandering eye.
Power Blast (Ex): At 4th level, the ocular master learns to focus its internal magical energy with great precision, blasting through its enemies' defenses and overwhelming their ability to resist. The save DC for each of its eye ray attacks increases by +1. This bonus also applies to its wandering eye, eye of madness, and ocular hammer abilities.
Ocular Hammer (Su): With a single, powerful blast of energy, the ocular master combines three of its eye rays in a single 90-degree firing arc into an overwhelming flood of energy that it aims at a single target. One of these three eyes must be its disintegrate eye, and the others can be any two of the beholder's other eyestalk. The beholder can use its remaining eyestalks to make other attacks normally in other firing arcs, but using ocular hammer replaces the individual effects of the three eye rays used for this round.
Twice per day, the ocular master can make a ranged touch attack at a single target. The target of ocular hammer must make a successful Fortitude save (DC 10 + one-half the ocular master's racial Hit Dice + the ocular master's Charisma modifier + the ocular master's save DC increase bonus) or be affected by an empowered disintegrate ray. Failure means the creature still takes damage per the disintegrate spell (although this lesser damage is also empowered). Any creature reduced to 0 or fewer hit points by this ray is entirely disintegrated, as per the spell, although its equipment is unaffected.
Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.
High Arcana: An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.
Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you belonged to more than one arcane spellcasting class before becoming a tainted scholar, you must choose to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Blood Component (Su): You can substitute a drop of your own blood for a spell's material component (if any), and in so doing increase the spell's power. The pinprick or minor knife cut to draw the requisite blood is a free action (just like using a material component) that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the tainted scholar but raises the spell's caster level by 1. Damage reduction, if you have any, doesn't apply to this damage.
If a spell has a costly material component (greater than 1 gp), you must still provide it but can use this ability to enhance the spell if you desire. You can similarly enhance a spell that has no material component.
Level Advancement: The power of taint is seductive. Once you have tasted its attractions, it is hard to resist. If you wish to advance a level in another class after taking your first level as a tainted scholar, you must succeed on a Will save (DC = 10 + your depravity score). If you fail, you must stay in this prestige class and advance another level in tainted scholar instead. If you succeed, you can advance the level in another class, although you must still attempt the saving throw the next time you gain a level or default back to this prestige class.
Once you reach 10th level as a tainted scholar, you can freely advance in other classes.
Tainted Spellcasting (Su): Rather than using a key ability score for spellcasting, you use your corruption and depravity scores. To cast a spell, you must have a depravity score at least equal to the spell's level. Your bonus spells are based on a number equal to your depravity score + 10, and saving throws against your spells have a DC of 10 + spell level + 1/2 your corruption score. For example, a tainted scholar with a depravity score of 3 would gain bonus spells as a wizard with an Intelligence score of 13 or a sorcerer with a Charisma score of 13.
You accumulate taint for casting your spells. Each time you cast an arcane spell, you must make a Will save (DC 10 + spell level) or increase your depravity score by 1. All arcane spells you cast are evil spells.
Taint Suppression: You are likely to accumulate high corruption and depravity scores, but this taint is not immediately obvious to onlookers. Your depravity manifests in the normal range of mental symptoms, but you can replace any physical symptom of corruption with the internal corruption symptom. If you enter a tainted area, your corruption immediately manifests externally again, and you regain the physical symptoms you exchanged for internal corruption, if any. These physical symptoms disappear again 1d4 days after you leave a tainted area. Otherwise, it is impossible to tell from external appearance that you carry corruption.
Secret: In your studies, you unearth all sorts of useful forbidden knowledge. At 2nd level, and again at 4th, 6th, 8th, and 10th level, choose a secret from the table below. Your class level plus your depravity score determines which secrets you can choose: The table shows the minimum requirement for each secret. You can't choose the same secret twice. The details of each secret are given after the table.
Greater Forbidden Arcana: This secret grants you the ability to use one additional 2nd-level spell per day, as if gained through having a high ability or depravity score.
Lore: Tainted scholars gather knowledge. At 3rd level, you gain the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. You add your tainted scholar class level and your Intelligence modifier to this lore check. You can add your depravity score instead of your Intelligence modifier to any lore check dealing with supernatural, horrific, tainted, or otherwise forbidden subjects, at the DM's discretion. See page 28 of the Player's Handbook for more information on bardic knowledge.
Outré Lore (Sp): Beginning at 5th level, your knowledge of lore beyond the realm of common experience is broadened and magically augmented. Once per day, you can use contact other plane (see pages 212—213 of the Player's Handbook) as a spell-like ability. If your Intelligence and Charisma temporarily decrease as a result of using this ability, you must make a Will save or have your depravity score increased by 1. The DC for this Will save equals the DC of the Intelligence check to avoid the ability score decrease +10. Thus, if you contact an Elemental Plane (spell DC 7), the DC is 17; if you contact a greater deity on an Outer Plane (spell DC 16), the DC is 26.
Aberrant Lore: At 7th level, you gain an innate understanding of objects, places, and creatures that carry the taint of evil. By concentrating as a full-round action and focusing your attention on a creature, object, or specific site within 60 feet of you, you can determine if it carries or transmits taint.
In the case of a creature, you can determine the strength of its higher taint score (corruption or depravity): mild, moderate, or severe (see pages 62—66).
In the case of an object, by spending a full hour examining it you can determine its magic properties as if you had cast an identify spell on it (see page 243 of the Player's Handbook).
In the case of a location, you can determine its magical properties, if it has any, in the same way as with an object. If it has no magical properties but is tainted by some horrific event in the past, you receive a vision of the event. Examining a location requires you to spend 1 hour in the location.
Heretical Lore: Beginning at 9th level, you gain contacts among the evil creatures of the planes. These beings can rescue you from extreme situations or otherwise grant your wishes. As often as once per day, you can call upon these entities to grant you a limited wish (see page 248 of the Player's Handbook), with no XP cost attached. However, using this ability increases your corruption and depravity scores by 1d3 points each, and results in the imposition of a geas/quest (see page 234 of the Player's Handbook) that requires you to perform some evil act in repayment for the favor.