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Elder Evils

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action, we instead wasted time on pointless wrangling. Only now<br />

can we see the hideous truth.”<br />

This sign first manifests with accelerated healing. Soon,<br />

though, living creatures and inanimate objects become<br />

covered with festering boils, which burst to expel swarms<br />

of pests. As the sign strengthens, wounds close almost<br />

instantly, but flesh grows pustulent and bones distend<br />

as life becomes corrupted. At its peak, all undead but<br />

the most powerful and hidden are obliterated. The dead<br />

rise as gibbering aberrations, and the living mutate into<br />

twisted progeny.<br />

Effect: This sign manifests as a surge of corrupt positive<br />

energy that resculpts life on an entire world.<br />

Details: Ragnorra (Chapter 7) is associated with this sign.<br />

See page 97 for more information.<br />

ADDITIONAL SIGNS<br />

When creating your own elder evil, use the following signs<br />

as inspiration. Alter the effects to fit the theme of your elder<br />

evil when necessary.<br />

Alien Skies<br />

“I peered into the heavens, searching for familiar sights, but found<br />

nothing I knew. All was strange and disquieting, as though we<br />

were adrift in alien seas.”<br />

After the sun sets, the stars twinkle in the heavens as<br />

always—but they are strange. They glow luridly with weird<br />

colors, spreading fear and wonder in all who behold them.<br />

Familiar constellations vanish, re-form, or shift to new<br />

locations. As the sign reaches its peak, distorting the arcane<br />

energies of the world, unsettling auroras and intense meteor<br />

showers illuminate the night skies.<br />

Effect: This sign interferes with arcane magic, making<br />

spells harder to cast successfully. When a spell is cast, the<br />

sign warps its effects, often with disastrous results.<br />

Faint: The DCs of all Concentration checks related to casting<br />

arcane spells increase by 5.<br />

Moderate: Arcane spells are cast at –2 caster level. A character<br />

whose effective caster level drops to 0 or lower cannot<br />

cast arcane spells at all.<br />

Strong: Arcane spells and spell-like abilities are impeded,<br />

meaning that a caster must succeed on a Spellcraft check<br />

(DC 20 + the level of the spell) or lose the spell or spell slot<br />

without effect.<br />

Overwhelming: In addition to impeding arcane magic,<br />

the sign distorts its effects. A caster who succeeds on the<br />

Spellcraft check to cast a spell or use a spell-like ability must<br />

then make a second Spellcraft check with the same DC. On a<br />

success, the spell takes effect normally; otherwise, something<br />

unusual occurs, as if casting in an area of wild magic (see<br />

DMG 149 and the associated table).<br />

Variants: If your campaign includes psionics or variant<br />

forms of magic (such as soulmelds or truenaming from the<br />

Tome of Magic supplement), this sign might interfere with<br />

them instead. Use the effects described above or tailor them<br />

to suit the type of magic involved. Alternatively, you might<br />

have this sign disrupt the deities’ connection to the world,<br />

twisting divine magic instead of arcane.<br />

Appalling Fecundity<br />

“The peasants believed they had been blessed: Their crops grew<br />

quickly, women bore healthy children in weeks rather than months,<br />

and the harvest was the best ever. At first, life was good. But the<br />

growth never slowed. Everything birthed and died with such<br />

speed that we could hear Nature suffering. Disease was rampant,<br />

and vermin spread it everywhere; there was no end to the screams<br />

of the afflicted.”<br />

Growth and healing are accelerated. At first crops and animals<br />

grow and reproduce with unnatural swiftness, and injuries<br />

vanish overnight. As the sign intensifies, these early benefits<br />

run out of control. Fruit bursts and rots on the vine before it<br />

can be harvested. Weeds crack pavement and damage buildings.<br />

Clouds of vermin boil up from the earth, laying eggs<br />

that hatch and spawn new life in moments, and with them<br />

come equally virulent disease.<br />

Effects: This sign forces living things to grow, ripen, and<br />

die at an alarming rate.<br />

Faint: Ordinary plants are enhanced as if by the plant growth<br />

spell (PH 262; CL 20th). Crops benefit from the enrichment<br />

effect, while other vegetation suffers from overgrowth and<br />

chokes open spaces.<br />

Moderate: All areas of natural growth are affected as if<br />

by the entangle spell (PH 227; CL 20th). Each week, living<br />

creatures must succeed on a DC 10 Fortitude save or acquire<br />

the pseudonatural template (Complete Arcane 160).<br />

Strong: Living creatures that require sleep lose the ability<br />

to do so, as their bodies fidget and their thoughts race. Physical<br />

exhaustion sets in, and eventually minds break. A living<br />

creature can go without sleep for a number of days equal<br />

to its Constitution modifier (minimum one). Thereafter<br />

it is fatigued, remaining in this state for a number of days<br />

equal to its Constitution modifier (again, minimum one); if<br />

it would become fatigued during that time, it is exhausted<br />

instead. Each day after that period, the creature takes 1 point<br />

of Wisdom damage. If the total Wisdom damage exceeds its<br />

Hit Dice, the creature is affected as if by an insanity spell.<br />

Once its Wisdom score drops to 0, the creature becomes<br />

unconscious but cannot recover lost Wisdom naturally.<br />

Only a sleep or deep slumber spell or equivalent effect can<br />

grant rest for a time, after which the effects of the sign<br />

begin anew.<br />

Overwhelming: Flesh grows and heals with terrible speed.<br />

Each hour, all living creatures gain 1d6 temporary hit points.<br />

For each hour that a creature’s temporary hit point total<br />

exceeds its full normal total, it must succeed on a DC 20<br />

Fortitude save or explode in a shower of gore.<br />

Dry Winds<br />

“From the north came a hot wind, scouring the clouds from the<br />

skies. It leached the water from our rivers and lakes, and the mighty<br />

oceans receded with each gust.”<br />

Unnaturally warm winds blow from an atypical direction,<br />

growing hotter as the sign intensifies and carrying away<br />

all moisture.<br />

Effects: The dry winds destroy water as they whip across<br />

the land. Eventually the winds grow so hot they ignite<br />

whatever they touch, transforming the world into a flaming<br />

ball of death.<br />

CHAPTER 1<br />

EVIL DOES<br />

NOT SLEEP<br />

9

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