Daydream (Priest Spell)

This spell causes the subject's thoughts to drift away from the task at hand, diminishing his or her chances to notice anything unusual. For the dura­tion of the daydream effect, small clues or discrep­ancies are blithely ignored, and only obvious events are noted, as adjudicated by the DM. A suc­cessful saving throw vs. spell negates the day­dream. If the casting of the daydream was done discreetly, regardless of whether the saving throw was made or not. the target creature may not even realize that a spell was cast.
An affected creature is penalized by 10% on any checks related to perception or observation. Thus, checks for surprise are made with a -1 penalty, thief skill checks to Move Silently and Hide in Shadows are made with a +10% with re­spect to the subject of the daydream. Intelligence checks to notice or observe anything unusual are made with a -2 penalty, etc. If and when the crea­ture does notice anything unusual, the daydream ends immediately.
The material components are the priest's holy symbol and a pinch of fine sand.
Notes: Granted by the halfling god Brandobaris.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells