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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 8254466" data-attributes="member: 57383"><p><strong><em><span style="font-size: 18px">Curse of the Worms</span></em></strong></p><p>Conjuration (Calling)</p><p><strong>Level:</strong> Worm 5</p><p><strong>Components:</strong> V, S, M, DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Targets:</strong> One living creature</p><p><strong>Duration:</strong> Special (4 rounds plus 1d8 rounds and/or instantaneous, see below for details)</p><p><strong>Saving Throw:</strong> Will partial and Fortitude negates (see below)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>This spell causes live worms to appear within a living creature. The subject must attempt a Will save, if successful the spell ends and the subject immediately purges themselves of the worms, taking 2d8 points of damage +1 point per caster level as the worms pour out of every orifice.</p><p></p><p>If the subject fails the Will save, worms continually appear within their body for the duration of the spell. The subject must make a Fortitude save as soon as they are affected by <em>curse of the worms</em> and must repeat the save each round the spell lasts. If the subject fails one of these Fort saves, the following round the victim drops to -1 hit points and is dying, and on the subsequent round they die from choking to death and fatal hemorrhages. Creatures that do not need to breathe and are immune to critical hits are immune to this lethal effect. However,the worms destroy some of the victim's vital organs in 4 rounds, causing death regardless of the subject's Fortitude saves or immunity to critical damage and suffocation. Living worms continue pouring out of the victim's corpse after death for the entire duration of the spell, or 1d8 rounds after the worms reach the subject's vital organs.</p><p></p><p>The worms are ordinary living creatures conjured by a calling effect, so remain in existence after the spell expires. They appear inside the victim's body cavities and the subject can act normally while affected by <em>curse of the worms</em> provided they remain conscious. However, they must make Concentration checks (DC 10 plus caster level) to perform actions that require full attention such as spellcasting, due to the disquieting sensation of having living vermin squirming inside them.</p><p></p><p>A <em>remove curse</em> or <em>dispel evil</em> spell will end the spell's duration, as will a successful <em>dispel magic</em> or <em>break enchantment</em> spell. Prematurely ending the spell's duration causes the subject to purge the worms from their body, taking 2d8 points of damage +1 point per caster level but avoid the "drop to dying or death" effects of failing a Fortitude save.</p><p></p><p><em>Material Component:</em> A pinch of powdered dried worm.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8254466, member: 57383"] [B][I][SIZE=5]Curse of the Worms[/SIZE][/I][/B] Conjuration (Calling) [B]Level:[/B] Worm 5 [B]Components:[/B] V, S, M, DF [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Targets:[/B] One living creature [B]Duration:[/B] Special (4 rounds plus 1d8 rounds and/or instantaneous, see below for details) [B]Saving Throw:[/B] Will partial and Fortitude negates (see below) [B]Spell Resistance:[/B] Yes This spell causes live worms to appear within a living creature. The subject must attempt a Will save, if successful the spell ends and the subject immediately purges themselves of the worms, taking 2d8 points of damage +1 point per caster level as the worms pour out of every orifice. If the subject fails the Will save, worms continually appear within their body for the duration of the spell. The subject must make a Fortitude save as soon as they are affected by [I]curse of the worms[/I] and must repeat the save each round the spell lasts. If the subject fails one of these Fort saves, the following round the victim drops to -1 hit points and is dying, and on the subsequent round they die from choking to death and fatal hemorrhages. Creatures that do not need to breathe and are immune to critical hits are immune to this lethal effect. However,the worms destroy some of the victim's vital organs in 4 rounds, causing death regardless of the subject's Fortitude saves or immunity to critical damage and suffocation. Living worms continue pouring out of the victim's corpse after death for the entire duration of the spell, or 1d8 rounds after the worms reach the subject's vital organs. The worms are ordinary living creatures conjured by a calling effect, so remain in existence after the spell expires. They appear inside the victim's body cavities and the subject can act normally while affected by [I]curse of the worms[/I] provided they remain conscious. However, they must make Concentration checks (DC 10 plus caster level) to perform actions that require full attention such as spellcasting, due to the disquieting sensation of having living vermin squirming inside them. A [I]remove curse[/I] or [I]dispel evil[/I] spell will end the spell's duration, as will a successful [I]dispel magic[/I] or [I]break enchantment[/I] spell. Prematurely ending the spell's duration causes the subject to purge the worms from their body, taking 2d8 points of damage +1 point per caster level but avoid the "drop to dying or death" effects of failing a Fortitude save. [I]Material Component:[/I] A pinch of powdered dried worm. [/QUOTE]
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