Eye of the Beholder
‘Eye of the Beholder’ – One of the caster’s eyes grows out of her head on an eyestalk, becoming like that of a beholder.
Book of Vile Darkness 3.5
By Monte Cook
Level: Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 action
Duration: 1 round/level
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 of the Beholder (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.|