Spells (35e)

NameNightmare
SubschoolPhantasm
DescriptorsMind-Affecting, Evil
LevelBrd 5, Sor/Wiz 5
ComponentsV, S
CastingTime10 minutes
RangeUnlimited
TargetOne living creature
Effect
Area
DurationInstantaneous
SavingThrowWill negates
SpellResistanceYes
Description

The character sends a hideous and unsettling phantasmal vision to a specific creature whom the character names or otherwise specifically designates. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject tired out and unable to regain arcane spells for the next 24 hours.

Dispel evil cast on the subject while the character is casting the spell dispels the nightmare and stuns the character for 10 minutes per caster level of the dispel evil. While the character is stunned, the character can’t act, the character loses any Dexterity bonus to AC, and attackers get a +2 bonus against the character.

If the recipient is awake when the spell begins, the character can choose to cease casting (ending the spell) or enter a trance until the recipient goes to sleep, whereupon the character becomes alert again and completes the casting. If the character is disturbed during the trance, the spell ends.

If the character chooses to enter a trance, the character is not aware of the character's surroundings or the activities around the character while in the trance. The character is defenseless, both physically and mentally, while in the trance. (the character always fails any saving throw, for example.)

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

BaseSpell
XPCost
Focus
MaterialComponents
BlurbSends vision dealing 1d10 damage, fatigue.
id329
SchoolIllusion