Mindspin
- SchoolIllusion/Phantasm
- SphereCharm
- ComponentsV, S
- RangeSpecial
- Area1 being
- Casting time3 hrs.
- DurationSpecial
- SaveNeg.
(See also: Mindspin (Wizard Spell))
The mindspin spell isolates the innermost nightmares, fears, and anxieties of the subject and uses them as the basis of startlingly vivid illusions. The spell requires both the caster and the subject to remain undisturbed for three hours while the caster sifts through the subject's mind to create the illusions. Any disturbance negates the process. If the subject makes a successful saving throw vs. spell, the spell is also broken (but a charmed subject is not allowed a saving throw). For the purposes of dispelling, the mindspin spell is treated as if cast by a 21st level priest.
The individual within the dream experiences it as three separate levels of reality. Parts of the dream are experienced as the dreamer moves over physical terrain. The terrain moves along at a rate of one mile per hour, with a maximum range that depends on the level of the dream and the subject's Intelligence. The first level maximum is 20 miles times the subject's Intelligence. The second/level maximum is 1-mile times the character's Intelligence. The third/level maximum extends to 20 feet times the subject's Intelligence. The dreamer is always a central figure of the dream; all of the effects of each level of the dream disappear if the dreamer is awakened. Dreamwraiths and dreamshadows are common in all levels of the dream; the character is constantly faced with determining what is reality and what is illusion.
First Level: The first level of the dream alters a character's perceptions of space, time, and reality of the immediate area. What is seen as a lush forest may in reality be a barren field. A character may actually travel many miles, yet only perceive himself as having moved a short distance. Time is equally distorted. Travel seeming to last only for a few minutes may actually have taken several days.
Second Level: The second/level of the dream distorts a character's perception of reality even further, for he can no longer distinguish which of his companions are real and which are illusions.
Third Level: The third/level is the core of the dream, as a character's perceptions of himself become distorted. In addition to the effects of the previous two levels, a character uses the attack and saving throw tables of another class:
Priests use rogue tables
Warriors use wizard tables
Wizards use warrior tables
Rogues use priest tables.
Additionally, because of the disorienting effects of the dream area, certain classes make the following adjustments:
Priest: Subtract Wisdom from 20 and use the result as the priest's Wisdom for determining spell failure. Use the special Turning Undead table given here.
Rogue: For thieving skill rolls, all successes fail and all failures succeed. Otherwise, adjust the rolls normally.
Wizard: Wizards cast spells at one level higher than normal. If this enables a wizard to cast a spell higher than those he currently knows, he can choose any one spell from the higher level. The mindspin spell automatically gives the wizard the illusion that he knows this new spell; unlike other spells the wizard casts during the dream, this new spell has only illusionary effects.
Notes: Rare priest spell from the Dragonlance setting (identical to the wizard spell of the same name).
Sources: Priest's Spell Compendium