This spell gives willing recipients the chameleonlike ability to move quickly and quietly (+20% chance to move silently, +2 bonus to normal movement rate) or to freeze into immobility and blend into the background of their surroundings. While immobile, a recipient is 90% likely to be passed by unnoticed. In forest and subterranean settings, spell recipients can pass almost without trace. Anyone following the recipient of a skulk spell in these surrounding has one-fifth his or her normal chance to track successfully.
While under the effects of a skulk spell, morale checks by the recipient of a skulk are made at a -2 penalty. Saving throws vs. magical fear are made at a -6 penalty.
There is a 1% noncumulative chance per use of this spell that the recipient is permanently transformed into a skulk. When this happens, the victim undergoes an immediate and permanent physical metamorphosis. Any shift in alignment or development or improvement of thieving skills as a result of the transformation occurs over a period of one to two years.
The material component of this spell is a small piece of skin from a chameleon, a dead spider of any size, and the priest's holy symbol.
Notes: Granted by Ibrandul, the Skulking God, of the Forgotten Realms setting.
Skulk
Skulk: THAC0 19; #AT 1; Dmg by weapon type, usually 1d4 (dagger) or 1d6 (short sword); AC 7; HD 2; MV 12; SA backstab as 5th level thief (+4 bonus to back attack roll and triple damage when successful), completely silent movement, -3 penalty to opponents' surprise rolls; SD camouflage, hard to track; SW cowardly; SZ M (5 to 6 feet tall); INT average (8-10); AL CE; ML unsteady (5-7); XP175; Greyhawk Monstrous Compendium Appendix.
Notes: Class and racial abilities supersede these statistics when applicable.
SD – 90% invisibility when immobile, one-fifth normal chance to track in forest and subterranean settings.
SW – Skulks try to run when first wounded or when the odds are less than two to one in their favor. They never engage in direct combat unless trapped, but rather backstab and run, to later sneak up on opponents again.