Infestation (Priest Spell)

This spell is similar to insect swarm except that it summons thousands of tiny parasites from the surrounding area to take root in the clothes, hair, and sometimes even the skin of the subject. The creature is rarely aware of the casting, so the hor­rible effects of whatever parasites take hold are the first sign of the spell's success. This spell does not work against undead, ethereal, and other crea­tures unaffected by parasitic infestation. It takes about 1 day before infestation effects set in.
The spellcaster has no control over the type of parasites summoned. Roll on the table to deter­mine parasitical type. The exact effects of this spell depend on the type of parasite that appears.
Cure spells greater than cure light wounds, remove curse, and heal destroy the parasites instantly. If the infestation is not countered before destructive effects begin to affect the subject, the creature must be treated for those as well.
The material component can be any item that belongs to the creature. It is buried just beneath the earth as the spell is cast, and can be dug up and reused anytime thereafter.
Notes: Common for Elemental Earth priests from the Dark Sun setting.
 Parasite Type
1d6 Roll	Results
1 	Ear Mites: These microscopic creatures cause permanent deafness in 7–12 days (1d6+6).
2 	Eye Mites: Eye mites cause permanent blindness in 7–12 days (1d6+6).
3 	Desert Lice: Desert lice cause the host to feel generally unhealthy. Any saving throw made against disease or poisons are at a -2 penalty. The lice can be removed by smoth¬ering affected areas in oil or nonporous salves, or by magic.
4 	Skin-Worms: These are the most dreaded parasites in all the wastes of Athas. They live in flesh and secrete a toxic waste that slowly poisons the host. Each day after the third day of infection, a saving throw vs. poison is required. Failure brings death in no more than 24 hours. A slow poison spell allows another saving throw for the day the spell was cast. A neutralize poison kill the parasites. A person always knows that he has skin-worms, the tell-tale sores mark his flesh and cause constant itching and pain.
5 	Sand Fleas: These tiny creatures are a source of constant itching and discomfort. A creature infected by sand fleas ceases to heal at the normal 1 hit point per day rate, due to misery and discomfort. The creature becomes cranky and irritable, and suffers a -3 penalty to all reaction rolls. Sand fleas leap from host to host, almost like a conta¬gious disease. Anyone traveling with the infested host rolls a saving throw vs. breath weapon every day. Failure indicates the infestation has spread.
6 	Mind Worms: The Athasian mind worm is one of the strangest insect creatures on any world. These tiny vermin infest a creature's hair and scalp, secreting a drug that causes hallucinations, delirium, and hysteria. The host creature becomes confused, as if by a feeblemind spell, and often feels unseen things crawling over its body, or sees terri¬fying creatures lurking just beyond the next sand dune. The worms' effect grows in time, often, the first few hallucinations are mild and undetectable by any companions. Even¬tually, the subject's condition deteriorates, and it becomes obvious that some mind-altering ailment is at work. The usual spells kill the bugs, as does shaving the head and scrubbing the scalp.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells