Noska Trades' Endoplasmic Quagmire
(Conjuration, Necromancy)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  80-foot diameter
Saving Throw:  Special

When this spell is cast, a clear mucous-like substance rains down upon the area of effect for one round, in which it reaches a depth of four feet. Any creature in the area of effect must save versus spell or be knocked to the ground by globs of slime and must take 1d3 rounds to regain their feet. Movement through the slime is 10 feet per round and it is 50% probable that a creature trying to move in the area slips and falls. Creatures with their head(s) beneath the slime must make a Constitution check each round or take 1d4 points of drowning damage.
Dispel magic, disintegrate, or transmute water to dust will eliminate the endoplasmic quagmire. The material components are a piece of flesh, taken from a human within one round after death, and a vial of organic material rotten to the point of liquidity.

