Vision of Lamashtu
Vision of Lamashtu
Illusion (Phantasm) [mind-affecting, evil]Level: Cleric*/Oracle * 7, Inquisitor* 6, Warlock* 7
Components: V, S
Casting Time: 10 minutes (see text)
Range: unlimited
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates, see text
Spell Resistance: yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate, followed by a second spell to be delivered when the target wakes at the nightmare's conclusion.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject Fatigued and unable to regain arcane spells for the next 24 hours.
The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.
Knowledge | Will Save Modifier |
---|---|
None* | +10 |
Secondhand (you have heard of the subject) | +5 |
Firsthand (you have met the subject) | +0 |
Familiar (you know the subject well) | -5 |
Connection | Will Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, etc. | -10 |
If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.
You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will Saving Throws, for example.) Creatures who don't sleep (such as outsiders) or dream are immune to this spell.
You must have this second spell prepared, and it must be cast immediately after this spell (effectively adding the two spells' casting times). This second spell "rides along" with the nightmare, affecting the target as soon as it wakes from its fitful sleep.
Any spell can be sent along with the nightmare, so long as it is of 6th level or lower, affects one target (which is always the nightmare's recipient), and does not deal hit point damage.
The second spell's range is irrelevant for the purposes of vision of Lamashtu, and even touch attacks can be delivered in this manner (you must still make a successful Touch Attack in order to affect the target, though, with the act of touching occurring within the context of the victim's nightmare).
The target is allowed to save against the second spell if a save is allowed. For example, a cleric of Lamashtu could send Bestow Curse along as part of a vision of Lamashtu, but not Blade Barrier (affects an area), Destruction (too high level), or Inflict Moderate Wounds (deals hit point damage).