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Player > Spells > Nightmare

Nightmare

Starfinder Adventure Path #10: The Diaspora Strain p.52

Level Mystic 3; Technomancer 3
School illusion (mind-affecting)
Casting Time 10 minutes
Range plane
Targets one living creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

You precisely identify a target, such as by name or via a material connection like a personal possession or lock of its hair. The spell fails without expending a spell slot if the target isn’t asleep or in a resting state similar to sleep. If you’ve never met the target in person and lack a material connection to the target, the target gains a +5 bonus to the saving throw. If the spell works, the target remains resting for 1 minute, then has a nightmare, rouses, and becomes frightened for 2d6 rounds. The target can’t willingly reenter the affected resting state for 1 hour. To do so after this time has elapsed, the target must succeed at the saving throw again. If this save fails, the target can try again once per hour thereafter. After 24 hours have passed, this restless state ends.

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