User Tools

This is an old revision of the document!


Nightmare

School: Illusion (Phantasm) [Mind-Affecting, Evil]

Tier: 5

Casting

Casting Time: 10 minutes

Range: Unlimited

Effect

Target: One living creature

Duration: Instantaneous

Saving Throw: See text

Spell Resistance: Yes

Description

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain Mana for the next 24 hours. The difficulty of the save depends on your knowledge the subject, and the physical connection (if any) you have to that creature.

Table: Nightmare Will Save Modifiers

Knowledge or Connection Will Save Modifier
None +10
Secondhand Knowledge +5
Firsthand Knowledge +/-0
Physical likeness or picture -2
Physical possession -4
Familiar knowledge -5
Body part (typically hair) -10

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail Will saving throws, for example.)

Creatures who don’t sleep (such as Elves, but not Half-Elves) or dream are immune to this spell.