You take on one of Nyarlathotep's forms, generally that of the Howler (see page 174), though other forms with similarly potent benefits might be available at GM’s discretion You become Huge and gain a +6 size Multiple minor appendages of Azathoth extend into bonus to Strength and Dexterity You gain blindsight your current reality and lash out at everything in 60 feet, darkvision 60 feet, air walk at a speed of 60 the area Creatures and objects take 1d100 points of feet, and constrict (3d6) You gain the following damage and are knocked prone A successful Reflex natural weapons: bite (2d6), claws (1d8), and tentacle save negates being knocked prone and reduces the (3d6 and grab at reach 30 ft.) You also randomly gain damage by half one of the following abilities of that form The DC for any of these abilities equals your DC for this spell d6 Random Ability cloak of chaos energy resistances of player’s choice howl million favored ones true seeing vampirism MIST OF R'LYEH School illusion (glamer); Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner Casting Time swift action Components M (vial of breath from an amphibious creature), S Range personal Target you Duration 1 round You become invisible as the spell invisibility until the end of your next turn or until you attack However, the spell leaves a barely visible distortion, which reduces the Stealth bonus from the invisible condition by half (+10 while moving or +20 while motionless) NUCLEAR CHAOS School conjuration (summoning) [chaotic]; Level cleric 7, sorcerer/wizard 6, summoner Casting Time standard action Components V, S 120 Range medium (100 ft + 10 ft./level) Area 30-ft.-radius spread Duration instantaneous Saving Throw Reflex partial; Spell Resistance no ORNE'S BLACK School evocation [darkness]; Level antipaladin 4, bard 4, cleric 4, inquisitor 4, magus 4, occultist 4, shaman 4, sorcerer/wizard Casting Time standard action Components S Range close (25 ft + ft./2 levels) Area 30-foot radius emanation from a point in space Duration min./level Saving Throw none; Spell Resistance no A one-directional gloom covers the affected area, making the illumination level darkness Creatures in the area can see outside of the affected area normally Creatures in the area have total concealment and can't be located by sight The shadow dispels all magical light sources of a lower spell level in the area and suppresses the effect of all light sources and light spells (including daylight) Creatures who cannot see in darkness move through the area as if they were blinded (generally, at half speed) PIPES OF MADNESS School enchantment (compulsion) [mind-affecting]; Level bard 6, psychic Casting Time standard action Components V, S, M (a strand of hair from a mad person) Range medium (100 ft + 10 ft./level) Targets creatures in a 20-foot radius spread Duration round/level, then hour/level Saving Throw Will negates; Spell Resistance yes This spell causes the targets to dance madly or attack the nearest creature (50% chance of either each round)