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0Fleshworm Infestation01evil4-1-11 standard action0V, S0yes040-1000cleric/oracle 4, inquisitor 4, sorcerer/wizard 4, witch 4, psychic 4Ultimate Magic0Worms deal hp and Dex damage.010-1-10000-1With a touch, you cause an infestation of ravenous worms to manifest in the target's flesh. The target must make a Fortitude save every round. Failure means it takes 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened for 1 round rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the infestation starts anew if the current worms are slain. Protection from evil negates this spell's effects for as long as the two durations overlap. Dispel evil automatically ends a fleshworm infestation.00creature touchedsummoning001 round/level (D)-10-1touch

Fleshworm Infestation

School conjuration (summoning) [evil]; Level cleric/oracle 4, inquisitor 4, sorcerer/wizard 4, witch 4, psychic 4

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets creature touched
Duration 1 round/level (D)
Saving Throw Fortitude partial (see text); Spell Resistance yes

DESCRIPTION

With a touch, you cause an infestation of ravenous worms to manifest in the target's flesh. The target must make a Fortitude save every round. Failure means it takes 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened for 1 round rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the infestation starts anew if the current worms are slain. Protection from evil negates this spell's effects for as long as the two durations overlap.

Dispel evil automatically ends a fleshworm infestation.

NULL-100404-1-1conjuration-1004-10-100-1441-1-1-1NULLFortitude partial (see text)0-101

With a touch, you cause an infestation of ravenous worms to manifest in the target's flesh. The target must make a Fortitude save every round. Failure means it takes 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened for 1 round rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the infestation starts anew if the current worms are slain. Protection from evil negates this spell's effects for as long as the two durations overlap.

Dispel evil automatically ends a fleshworm infestation.

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