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Eye of the Beholder

(Book of Vile Darkness, p. 94)

Transmutation [Evil]
Level: Sorcerer 7, Wizard 7,
Components: V, S,
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level

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, determined randomly. The caster can use this power as a standard action during the spell's duration.

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 DC of 18.

Roll 1d10 to see which eye the caster gains.

1d10 Eye Effect
1 Charm Person: Target must make a Will save or be affected as though by the spell.
2 Charm Monster: Target must make a Will save or be affected as though by the spell.
3 Sleep: As the spell, except that it affects one creature with any number of Hit Dice. Target must make a Will save to resist.
4 Flesh to Stone: Target must make a Fortitude save or be affected as though by the spell.
5 Disintegrate: Target must make a Fortitude save or be affected as though by the spell.
6 Fear: As the spell, except that it targets one creature. Target must make a Will save or be affected as though by the spell.
7 Slow: As the spell, except that it affects one creature. Target must make a Will save to resist.
8 Inflict Moderate Wounds: As the spell, dealing 2d8+10 points of damage (Will half).
9 Finger of Death: Target must make a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if his save succeeds.
10 Telekinesis: The eye can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

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