Manifesting Time: 10 minutes
Target: 1 living creature
Saving Throw: Will negates; see text; Power Resistance: Yes
Power Points: 9
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain power points and 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|
|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|
*You must have some sort of connection to a creature of which you have no knowledge.
If the recipient is awake when the power begins, you can choose to cease manifesting (ending the power) 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 manifesting a power or the power ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.
Creatures who don’t sleep (such as elves, but not half elves) or dream are immune to this effect.
Augment: For every 2 additional power points spent, this power causes an additional 1d10 points of damage when the sleeper wakes.