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Casting Time: 10 minutes<br />
Range: 0 ft., see text<br />
Effect: One symbol<br />
Duration: See text<br />
Saving Throw: Will negates<br />
Spell Resistance: Yes<br />
This spell functions like symbol of death, save that all<br />
creatures who come within 60 feet of the activated symbol<br />
of lust instead become overwhelmed with lust, consumed<br />
with carnal urges and an undeniable need<br />
to act upon them. Individuals affected<br />
by the symbol of lust can still defend<br />
themselves if directly attacked, but<br />
suffer a –4 penalty to all attack rolls,<br />
damage rolls, ability checks, skill<br />
checks and saving throws, as they are<br />
far too distracted to fight effectively.<br />
Individuals affected by the symbol who<br />
are not directly attacked must make a<br />
Will saving throw (at the same DC as<br />
the symbol) to engage in combat.<br />
Otherwise, they will seek to fulfil<br />
the urges the symbol has given<br />
them.<br />
Unlike the symbol of death spell, there is no hit point limit;<br />
once triggered, a symbol of lust simply remains active for<br />
10 minutes per level of the caster. <strong>The</strong> clergy of Belishtim<br />
the Dark Seducer use these symbols as part of their rituals.<br />
Note: Magic traps such as a symbol of lust are hard to detect<br />
and disable. A rogue, and only a rogue, can use the Search<br />
skill to find a symbol of lust and can use Disable Device to<br />
thwart it. <strong>The</strong> DC in each case is 25 + spell level, or 31 for<br />
symbol of lust.<br />
Material Components: Mercury and phosphorous, plus<br />
powdered diamond and sapphire worth at least 2,500 gp.<br />
Thousand Feet<br />
Illusion<br />
Level: Clr 3, Sor/Wiz 3<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Effect: 20 ft. radius spread<br />
Duration: 5 rounds/level<br />
Saving Throw: Will disbelief<br />
Spell Resistance: No<br />
Thousand feet is all but useless to a spellcaster of the<br />
surface world, but in the Underdeep it can mean the<br />
difference between life and death. When cast, thousand<br />
feet creates a drumming impact on the ground in a 20foot<br />
radius around the caster. This has no effect on most<br />
people, who will only hear what sounds like dozens<br />
of running and jumping footsteps. To a creature that<br />
navigates and hunts by tremorsense, however, it renders<br />
the caster effectively invisible, as<br />
the creature cannot distinguish<br />
between the caster’s footsteps and<br />
those created by the spell. <strong>The</strong> caster<br />
and anyone else within the area of effect<br />
for thousand feet are treated as having<br />
total concealment from any creature that<br />
relies on tremorsense.<br />
Vile Infestation (Greater)<br />
Conjuration (Summoning)<br />
Level: Clr 9<br />
Components: V, S, DF<br />
Casting Time: 1 standard action<br />
Range: Close (25 ft. + 5 ft./2 levels)<br />
Target: One corporeal creature<br />
Duration: 10 rounds (see text)<br />
Saving Throw: Fortitude partial (see text)<br />
Spell Resistance: Yes<br />
Greater vile infestation infects the subject with a swarm of<br />
tiny vermin (in the case of priestesses of the Dark Mother,<br />
the infestation is of spiders, other deities of the drow have<br />
different vermin). <strong>The</strong> vermin manifest inside the target’s<br />
body and immediately begin eating. <strong>The</strong> pain of this<br />
ordeal is so intense the subject of the spell is effectively<br />
paralysed and helpless for its duration. At the end of the<br />
spell, the vermin have eaten their fill, essentially hollowing<br />
the victim out from the inside and leaving him a dead and<br />
empty husk.<br />
Each round this spell is in effect, the victim loses 10 percent<br />
of his total hit points to the feeding creatures. Applying<br />
magical healing to the target during this time will prolong<br />
the length of time it takes for the vermin to eat him from<br />
the inside out but is unlikely to save him from eventual<br />
death, as the vermin keep eating until there is nothing left.<br />
<strong>The</strong> only way to save a victim of greater vile infestation<br />
is by means of a limited wish, wish or miracle. Damage<br />
reduction is ineffective against the vermin created by<br />
greater vile infestation, although they can be driven away<br />
by a repel vermin spell.<br />
A successful saving throw against greater vile infestation<br />
expels the vermin from the target’s body after one round of<br />
feeding, costing him 10 percent of his current hit points.<br />
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