V Magic This spell functions as teleport, except there is truly LETHARGY OF TSATHOGGUA no range limit and you not need to have seen your School enchantment (compulsion) [chaotic, evil, mindaffecting]; Level bard 1, cleric 1, medium 1, mesmerist 1, psychic 1, sorcerer/wizard Casting Time standard action Components V, S Range close (25 ft + ft./2 levels) Target one living creature Duration 1d4 rounds Saving Throw Will negates; Spell Resistance yes destination, though you must have a solid grasp of which world you wish to travel to ("the third planet from the sun" is an acceptable destination, but "a habitable world near that bright star" is not) If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life- The target becomes wholly complacent, desiring threatening If no such safe landing zone exists on the nothing The target stands idle or sits for the duration world, such as someone attempting to travel into the of the spell unless attacked If the target is attacked, it sun without the proper precautions in place, the spell is staggered for round but can otherwise act normally simply fails KISS OF DAGON School conjuration (summoning) [chaotic, evil]; Level cleric 2, druid 2, ranger 2, shaman 2, sorcerer/wizard Casting Time standard action Components V, S, M (a fish scale) Range medium (100 ft + 10 ft./level) Target one creature Duration rounds + round/2 levels (maximum rounds) Saving Throw none or Fortitude partial (see text); Spell Resistance no Aquatic and amphibious animals and creatures in the surrounding region have an overwhelming desire to eat the target Animal companions and domesticated sea life can resist joining in the frenzy with a successful Will save At the start of the target's turn each round, swarms of small fish and sea life bite at the creature as long as it is in or near water, dealing 1d6 points of piercing, slashing, and bludgeoning damage per three caster levels (maximum 3d6) If there is a high concentration of small creatures (such as from a reef), the target must succeed at a Fortitude save each round or be sickened for round If the target is within 10 feet of the water, sea life leap and climb from the water to continue the attack MELT FLESH School necromancy; Level sorcerer/wizard 6, spiritualist Casting Time standard action Components V, S, M (burnt piece of flesh) Range medium (100 ft + 10 ft./level) Target one living creature with flesh Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes The flesh melts off the victim's body, causing 6d6 points of damage The ears, lips, eyelids, and nostrils run away or partially seal up, giving the victim a –4 penalty on all skill checks that would require the use of these body parts or its senses One of these orifices (chosen randomly) is sealed completely and cannot be opened without cutting the creature, which inflicts 1d6 points of bleed damage to the victim The target has a 10% chance of losing any spell it attempts to cast that requires a verbal or somatic component The penalties last until the victim is healed by regenerate, limited wish, wish, or miracle MIMIC FORM OF NYARLATHOTEP School transmutation (polymorph) [chaotic, evil]; Level cleric 9, sorcerer/wizard Casting Time standard action Components V, S, DF Range personal Target you Duration round/level 119