Dream Vision (Priest Spell)

By means of this spell, the shukenja is able to send messages to others in the form of dreams. At the beginning of the casting, the shukenja names whom the message is for. The shukenja must know the identity of the recipient or identify him by some title that leaves no question as to the recipi­ent. For example, the shukenja could send a dream to the governor of Changtai Province, even if he has never met the man, since there is only one gov­ernor of that province. However, he could not send a dream to the sake-maker of a village in that province, since there might be several sake-makers in that village.
Upon completing the physical casting of the spell, which requires but a turn, the shukenja falls into a deep, trancelike sleep. At this point his spirit leaves his body and travels instantaneously to the recipient Thereupon, the shukenja is able to enter the dreams of the recipient and deliver his message unless the re­cipient is magically protected from spirits. If the recipient is awake when the spell is cast, the shukenja can choose to regain in his trancelike sleep until the recipient goes to sleep or he can choose to cancel the spell. The shukenja does not learn anything about the current activities or whereabouts of the recipient, only whether he is asleep or awoke.
Once the shukenja enters the dreams of the recipient, he can deliver a message of any length desired, which the recipient remembers perfectly upon awakening. The communication is one way – the recipient cannot offer information or ask questions of the shukenja. Neither can the shukenja gain any information by observing the
dreams of the recipient. Once the message is delivered, the shukenja's spirit returns instantly to his body. If the body is disturbed in any way while using this spell, the shukenja's spirit becomes lost. The body remains in its comatose state until some means is found to rejoin the shukenja's spirit with his body, such as a restore spirit spell.
The duration of this spell is the amount of time required for the shukenja to enter into the dreams of the other and then deliver the message. Thus, the duration could be as short as one round or as long as several hours.
The reverse of this spell, nightmare, allows the shukenja to send a hideous and unsettling vision to the subject. The identity of the subject must be known, as stated above, and the subject must be asleep. This nightmare prevents restful sleep and causes the victim to lose 1d10 hit points. Since the individual has not rested, he is fatigued as if he had not had the night's sleep and is unable to regain spells. The subject is allowed a saving throw vs. spell to avoid the effects of the nightmare.
The material components for this spell are a bowl of incense and a robe of red (or white for the reverse) silk cloth.
Notes: Common for priests from an oriental setting; otherwise, very rare.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells