Level: 7
Range: Special
Duration: Special
Components: V, S
Casting Time: 3 hours
Saving Throw: Neg.
Area of Effect: 1 Person
Mindspin takes the innermost nightmares
of the subject and makes them real in a
startling
vivid illusion. These illusions most
often take the form of dreamwraiths
and
dreamshadows as described in the
Creatures
section.
The spelll has an exceedingly long casting
time. This is primarily due to the
need to sift
through the victim's mind and distill his
nightmares into a tangible form.
During this
time, the victim and the caster must remain
undisturbed. A disturbance
negates the effect
of the spell at once. A charmed
person is not
entitled to a saving throw. Otherwise,
a successful
saving throw by the victim can negate
the spell.
The dream as woven by the spell invokes
3 seperate layers of reality. These
are
referred to here as the levels of the dream.
The 1st level of the dream alters
the character's
perceptions of space, time, and reality
around the character's group. The
terrain that
is described to the PC during this section
of
the adventure is not the actual terrain
of the
area but the terrain as the PC perceives
it. The
PC can actually travel many miles in the
real
world, yet only perceive himself moving
a
short distance in the dream state.
The PC's perception of time is equally disturbed.
He may believe that only minutes have
passed when, in reality, it has been days.
Dreamwraiths and dreamshadows will appear
among those things that are real, forcing
the
PC to determine which is reality and which
is
not. Saving throws in this level
of the dream
are normal and all magic works as it should.
The 2nd level of the dream distorts
the
PC's sense of reality even further, for
he no
longer knows which of his companions are
real
and which are not. Note that dreamwraiths
and dreamshadows have special magical resistances
of 10% at this level of the dream.
The 3rd level of the dream (the core
of the
dream) distorts even the PC's perceptions
of
himself. In addition to all the other
effects of
the previous 2 levels, at this level of
the
dream, all the character's strengths turn
to
weaknesses. Characters in melee are
forced to
use the attack and saving throw tables
of other
classes, as follows:
Clerics use thief tables.
Fighters use magic-user
tables.
Magic-users use fighter
tables.
Thieves use cleric tables.
In addition, due to the magical nature of
the dream area, each of the following classes
must take the following adjustments:
Clerics: Subtract their Wisdom score
from 20.
Compare the result against the Adjustments
for Clerics
Table on page 11 of the Player's
Handbook and use the corresponding
Chance
of Spell Failure for the character.
On any roll
requiring reference to the Matrix
for Clerics
Affecting Undead
Table (page 75, Dungeon
Master's Guide) use the table on
the following
page:
Mindspin Clerics Turning Undead Table
Type | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9-13 | 14+ |
Skeleton | - | - | - | - | - | - | - | - | - | - |
Zombie | - | - | - | - | - | - | - | - | - | 20 |
Ghoul | - | - | - | - | - | - | - | - | 20 | 19 |
Shadow | - | - | - | - | - | - | - | 20 | 19 | 13 |
Wight | - | - | - | - | - | - | 20 | 19 | 16 | 10 |
Ghast | - | - | - | - | - | 20 | 19 | 16 | 13 | 10 |
Wraith | - | - | - | - | 20 | 19 | 16 | 13 | 10 | 4 |
Mummy | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 | t |
Spectre | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | t |
Vampire | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | t | t |
Ghost | 20 | 19 | 16 | 13 | 10 | 7 | 4 | t | t | d |
Lich | 19 | 16 | 13 | 10 | 7 | t | t | t | d | d |
Special | 16 | 13 | 10 | 7 | t | t | t | d | d | d |
Thieves: On any roll requiring the
use of
the Thieves
Function Table, all successes are
counted as failures and all failures are
successes.
Otherwise, adjust the rolls normally.
Simple
locks are now rough opponents.
Magic-Users: Magic-users
now cast spells at
1 level higher than normal. This
is due to
the magical nature of the mindspin
spell. If
this enables a magic-user to cast a spell
higher
than those he currently knows, he can choose
any 1 spell from the higher level.
The magic
automatically give the magic-user the illusion
that he knows it. This spell has
only illusionary
effects, unlike the other spells the magic-user
uses during the dream.
All of the effects from each level of the
dream disappear if the dreamer is awakened
from his sleep. It is a property
of the magic
that the dreamer is always present and
a central
figure in the dream. Mindspin
expands
at a rate of 1 mile per hour with a maximum
range that depends on the level of the
dream.
The maximum distance that can be covered
by
the mindspin and its various levels
depends
upon the Intelligence of the character
on
whom the spell was cast. The 1st
level can
extend to a maximum of 20 miles times the
character's Intelligence. The 2nd
level is up
to 1 mile times the character's Intelligence.
The extent of the 3rd or core level of
the
dream is 20 feet times the character's
Intelligence.
Slightly shorter distances can be used
if
this best fits the existing terrain.