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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