Mindspin (Illusion/Phantasm)

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.