This spell
can only be cast successfully
upon a
sleeping creature. The slumber
must be
normal -- unconsciousness,
coma, or
similar states of mental
injury, such as
concussion, drugs, astral
or psionic
activity, and charm-related
spells will all
cause the spell to be ineffective.
Tasirin?s haunted sleep
puts the recipient
into a deep sleep for one
turn per
level of the caster, and
early awakening
from this state can only
be accomplished
by a (limited) wish, dispel
magic,
the infliction of acute
pain (i.e., wounding)
upon the recipient, or at
the caster
?s will. The target creature
is allowed
a saving throw, which if
successful will
negate the effects of the
spell.
The caster is never directly
aware of
the target?s thoughts or
mental state, or
of the success of the spell.
While in such
a deep sleep, the creature
is open to the
influence of subconscious
visions or
dreams. The spellcaster
can project one
specific scene or vision
into natural
mental activity, and this
will come into
the victim?s consciousness
soon after
awakening. The vision?s
clarity, detail,
and accuracy depend upon
the caster?s
concentration, for the scene
must be
held in mind during the
casting. Such
visions can masquerade as
divine communications
or memories, and can be
used to influence decisions,
goad the
recipient into a certain
course of action,
trouble the recipient, or,
conversely, to
calm and rest the recipient
at a time of
mental anguish or troubles.
A spellcast
er skilled in the use of
this spell can
boost morale, joy, or enthusiasm?or
crush it.
During the ?haunted sleep,?
the recipient
is especially susceptible
to any one
suggestion spell, which
can be cast by
the caster of the haunted
sleep or
another spellcaster, and
is saved against
at -3 by the creature in
?haunted
sleep.? Such a suggestion
will be ?heard?
by the recipient as an inner
mental
voice, and must of course
be in a language
which the recipient understands
to be successful. This spell
cannot be
cast on oneself.
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