Granted Power: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
One creature is confused for 1 round.
|Touch of Idiocy||En||N||Y||10m/l||1a||T||G||
Subject takes 1d6 penalty to Int, Wis, and Cha.
Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Subjects behave oddly for 1 round/level.
Sends vision dealing 1d10 damage, fatigue.
Fearsome illusion kills subject or deals 3d6 damage.
Subject suffers continuous confusion.
Twisting colors confuse, stun, or render unconscious.
As phantasmal killer, but affects all within 30 ft.