Player > Spells > Nightmare
Nightmare
Starfinder Adventure Path #10: The Diaspora Strain (Signal of Screams 1 of 3) 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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