RangerWickett
Legend
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Waking Nightmare
Enchantment/Illusion (Shadow) [Mind-affecting, Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Targets: Self, plus 1 creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will disbelief; see text
Spell Resistance: Yes; see text
You create a dreamscape of shadowstuff, calling the minds of many creatures to participate in the same waking nightmare, where they must face you to escape. The targets only have to be on the same plane, and do not have to be asleep, or even be capable of sleep. However, the spell requires malice, and so you cannot bring any allies into the dreamscape, only enemies.
Creatures caught in the dreamscape fall into a coma in the physical world, and the version of themselves that appear in the dreamscape are created from shadow. Since this is a dream-like representation of the creature, he appears with whatever equipment he normally has (though this does not create items the creature does not actually own). He has the same hit points his physical body had, but may ignore temporary physical ailments like disease or paralysis. This shadowy version is connected to the physical version, so any damage the creature takes in the nightmare manifests on his physical body. Likewise, magic and items that are expended in the dreamscape are expended in the real world.
Those whose spell resistance defends against the spell briefly enter the dreamscape and can observe what happens, but are not affected by it at all, nor can they affect it. They can choose to leave the spell as a full-round action, or they can choose to accept the dream reality, letting the spell affect them. If they accept the spell, they still get a save to disbelieve.
Creatures who fail their save are fully trapped in the nightmare, and are affected within it as if everything were real. Creatures who succeed their save recognize the nightmare as an illusion, but still enter the dreamscape. They take only 60% of normal damage from effects in the dreamscape, and non-damaging effects are only 60% as powerful, or have only a 60% chance of affecting them. However, their own actions are at normal strength. Creatures can attempt to disbelieve the dreamscape, getting a new save each round as a standard action, but succeeding only lessens the effect, and doesn’t awaken them. To escape the nightmare on your own, you must defeat its caster.
You also are part of the dreamscape, but you automatically disbelieve. If you are slain or lose consciousness, the spell ends and all those trapped within it are freed.
A creature whose physical body is damaged by something outside the nightmare gets a new save to wake up and exit the dream. Dispel evil cast on a sleeper frees him from the dream and stuns the caster of waking nightmare for one round.
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. The modifiers for this are the same as for the nightmare spell.
The general appearance of the dreamscape is up to you, letting you choose a theme (such as shadowy forest full of screams, jagged peaks where impossibly huge monsters float overhead in a stormy sky, or a spike-filled dungeon with slowly shifting halls and stairways), though you cannot specify a particular layout or precise details. The terrain is solid, but cannot be directly hazardous, so no lava, intense cold, or grinding maws to chew your foes.
A mirage arcana or hallucinatory terrain cast in the dreamscape has a very tangible effect, letting the caster reshape the dreamscape.
The dreamscape covers an area roughly 1000 feet in diameter, beyond which is an impenetrable, unseen barrier. A creature that manages to leave this area, such as by teleporting or plane shifting, ceases to exist, because he is just a shadow manifestation. The original creature awakens, but is stunned for one round.
Waking Nightmare
Enchantment/Illusion (Shadow) [Mind-affecting, Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Targets: Self, plus 1 creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will disbelief; see text
Spell Resistance: Yes; see text
You create a dreamscape of shadowstuff, calling the minds of many creatures to participate in the same waking nightmare, where they must face you to escape. The targets only have to be on the same plane, and do not have to be asleep, or even be capable of sleep. However, the spell requires malice, and so you cannot bring any allies into the dreamscape, only enemies.
Creatures caught in the dreamscape fall into a coma in the physical world, and the version of themselves that appear in the dreamscape are created from shadow. Since this is a dream-like representation of the creature, he appears with whatever equipment he normally has (though this does not create items the creature does not actually own). He has the same hit points his physical body had, but may ignore temporary physical ailments like disease or paralysis. This shadowy version is connected to the physical version, so any damage the creature takes in the nightmare manifests on his physical body. Likewise, magic and items that are expended in the dreamscape are expended in the real world.
Those whose spell resistance defends against the spell briefly enter the dreamscape and can observe what happens, but are not affected by it at all, nor can they affect it. They can choose to leave the spell as a full-round action, or they can choose to accept the dream reality, letting the spell affect them. If they accept the spell, they still get a save to disbelieve.
Creatures who fail their save are fully trapped in the nightmare, and are affected within it as if everything were real. Creatures who succeed their save recognize the nightmare as an illusion, but still enter the dreamscape. They take only 60% of normal damage from effects in the dreamscape, and non-damaging effects are only 60% as powerful, or have only a 60% chance of affecting them. However, their own actions are at normal strength. Creatures can attempt to disbelieve the dreamscape, getting a new save each round as a standard action, but succeeding only lessens the effect, and doesn’t awaken them. To escape the nightmare on your own, you must defeat its caster.
You also are part of the dreamscape, but you automatically disbelieve. If you are slain or lose consciousness, the spell ends and all those trapped within it are freed.
A creature whose physical body is damaged by something outside the nightmare gets a new save to wake up and exit the dream. Dispel evil cast on a sleeper frees him from the dream and stuns the caster of waking nightmare for one round.
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. The modifiers for this are the same as for the nightmare spell.
The general appearance of the dreamscape is up to you, letting you choose a theme (such as shadowy forest full of screams, jagged peaks where impossibly huge monsters float overhead in a stormy sky, or a spike-filled dungeon with slowly shifting halls and stairways), though you cannot specify a particular layout or precise details. The terrain is solid, but cannot be directly hazardous, so no lava, intense cold, or grinding maws to chew your foes.
A mirage arcana or hallucinatory terrain cast in the dreamscape has a very tangible effect, letting the caster reshape the dreamscape.
The dreamscape covers an area roughly 1000 feet in diameter, beyond which is an impenetrable, unseen barrier. A creature that manages to leave this area, such as by teleporting or plane shifting, ceases to exist, because he is just a shadow manifestation. The original creature awakens, but is stunned for one round.