Eye of the Beholder

Eye of the Beholder
Transmutation [Evil]
Level: Sor/Wiz 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.