Mirage of Despair (Priest Spell)

This spell creates visual illusions that affect a single creature. That creature sees everything in its worst possible light – friends are monsters, oases of beauty are deformed pools of black water. It functions only on a creature that has at least average Intelligence. When the spell is cast, the creature receives a saving throw vs. spell. If successful, the mirage of despair fails. Once a creature is affected, a second saving throw vs. paralyzation is required. Failure means it is terrified of the things it sees and flees as if affected by the 4th level wizard spell fear. A creature that is cornered or restrained will attack: it doesn't matter whether the other creature is friend or foe – all creatures are perceived as monstrous. Success means the creature suffers from increasing paranoia for the next turn, at which time another saving throw vs. paralyzation is made.
Companions who notice strange behavior from a friend can try to talk him or her out of the mirage (one chance), and this gives the subject one additional saving throw vs. spell to end the effect. A successful dispel magic spell or the reverse form can end the spell earlier.
The reverse of the spell, mirage of deception, makes everything seem beautiful, warm, and friendly. Athasian sloths are harmless woodland creatures, and an ancient enemy is suddenly friendly and trustworthy. As the subject becomes more trusting and gullible, he or she will agree to any reasonable requests for the duration of the
spell. Requests of a dangerous or suicidal nature grant a second saving throw to break the spell immediately, and even if this is failed the creature's actions may be unpredictable.
The material component is the priest's holy symbol.
Notes: Uncommon for priests from the Dark Sun setting: otherwise, very rare.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells