Summon Stalkers (3.5e Spell)

"1907. No putting the villain's fake bio on Match.com and letting the stalkers do my work for me."

You place a curse on a single creature that you are very familiar with. That creature's location is continuously transmitted to an endless stream of unsavory characters, who are magically compelled to follow the victim around, watching continuously. As soon as the victim lets his guard down in any significant way (such as going to sleep or trying to prepare spells, refresh power points, or ready maneuvers), they approach and begin trying to do unwholesome things to him. For the most part, each individual creep has a CR of 10 less than the target (to a minimum CR of ½), but there is virtually no end to the horde; depending on the area's population, it could range in size from dozens to thousands of people. The creeps will go to crazy lengths to get at the target, including trying to ambush him in his sleep, and they will fight each other for the "right" to "own" the target and enact their twisted desires upon him/her. They can be held at bay by mundane barricades, and having competent watchmen and guards will dissuade them for a time, but the sheer mass of people trying to get past means that it's only a matter of time before the barricades fall (that, or they'll put the target's location under siege). It's entirely possible for watch captains, sherriffs, crime lords, aristocrats, guildmasters, royalty, mages, and other such powerful individuals to be part of the crowd of creeps (about 1 in 100-1000, depending on the population size; the proportion is smaller for larger populations), and these uncommon creeps can have any CR that would be reasonable for such an individual. One in six hordes will have at least one such individual, who may or may not bother to appear incognito and may or may not be easy to distinguish from the rest of the crowd (a king in his usual outfit would probably stand out, a guildmaster in his usual outfit not so much). All creeps have a nongood alignment, with most of them being evil. (If they were good, they wouldn't be creeps.)

The cavalcade of creeps can only be brought to an end by casting remove curse, break enchantment, greater dispel magic, limited wish, miracle, wish, or an equivalent effect on the subject; otherwise, it continues for 1 month per caster level, with any slain creeps being swiftly replaced by equally creepy folk from the area. (The target is very likely to go insane sooner or later, and if he or she happens to be a spellcaster, psionic entity, or other character that requires a good night's sleep to remain capable of defending itself for a prolonged period of time, he/she is pretty much screwed.) Break enchantment, epic dispel, and greater dispel magic must succeed on caster level checks to remove the effect of this spell. If the population of an area is entirely purged of unsavory characters, no more creeps will appear for 2d4 days, after which creeps will begin to arrive from a nearby location and the stalking will resume. The respite period increases by an additional 1d4 days for each population purge. (The number of creeps killed that constitutes a "population purge" is at dependent on the size of the population, ranging from 12 for a tiny village to over 3,000 for a massive city; the specifics are up to the DM.)

Focus: A magical tablet or other device capable of accessing an information network.