Infestation

''You hold your palm in front of your face and gently blow the magical parasites into the air. They dart towards your enemies, taking root in clothes, hair and flesh.''

Tiny parasites take root in the clothes, hair, and skin of living creatures within the area. The victims rarely realize a spell has been cast on them - they must make a Wisdom check (DC 20) to sense the parasites - so the symptoms are usually the first sign of the spell's effects. It takes 1 day before infestation sets in. A remove disease or heal spell removes the parasites, as do spells that repel or destroy insects.

Even if the infestation is removed, a creature must heal its effects separately. Those who have lost their sight to eye mites, for example, need a spell that could restore vision, such as remove blindness/deafness. A heal spell, however, cures all injuries.

You choose the type of parasite from the following list:
 * Ear Mites These microscopic creatures cause permanent deafness in 1d6+6 days.
 * Eye Mites Eye mites cause permanent blindness in 1d6+6 days.
 * Desert Lice Desert lice cause their host to feel generally unhealthy, uncoordinated, and dizzy. The victims suffer a –4 penalty on all saving throws.
 * Sand Fleas While these tiny creatures aren't deadly, they are a source of constant itching and discomfort. Anyone infected by sand fleas cannot heal wounds naturally, due to misery and discomfort. The victim becomes cranky and irritable, resulting in a –2 penalty on all interaction checks (such as Bluff, Diplomacy, Intimidate, and Sense Motive) and initiative rolls. Sand fleas notoriously leap from host to host, almost like a contagious disease. Anyone coming into contact with an afflicted creature must make a Fortitude save or become infested as well.
 * Mind Worms These tiny vermin infest a victim's hair and secrete a drug that excites certain portions of the brain, causing hallucinations, delirium, and hysteria. The worms' effects grow in time, so the first few hallucinations are mild and probably undetectable by the victim's companions. Eventually, his condition deteriorates, and it becomes obvious that he is suffering from some mind–altering ailment. Whenever in combat (or other stressful situations) the character becomes confused (as the spell). Each day, he must make a Will save or become permanently confused.