Illusion • Dream-Borne Legacy Spell

Nightmare

The Nightmare by Henry Fuseli representing the Nightmare spell

Nightmare sends a named sleeping creature a terrifying phantasmal vision that disrupts rest, deals damage and leaves the victim fatigued. Pathfinder and D&D 3.5e retain the spell, but it is not a Pathfinder Witch spell by default.

Nightmare at a Glance

5.5e / 2024 No spell by this name in SRD 5.2.1
5e / 2014 No core spell by this name
Pathfinder 1e 5th-level spell for several arcane/psychic classes; not default Witch
D&D 3.5e Bard 5, Sorcerer/Wizard 5
Witch archive Preserved here as a 4th-level legacy Witch-list entry

Spell Rules by Edition




Nightmare — 5.5e / 2024

Status: no SRD 5.2.1 spell by this name.

Nightmare — 5e / 2014

Status: no core 2014 spell by this name.

Nightmare — Pathfinder 1e

School Illusion (phantasm) [mind-affecting]
Level Alchemist 5, Arcanist 5, Bard 5, Investigator 5, Medium 4, Mesmerist 5, Psychic 5, Skald 5, Sorcerer 5, Spiritualist 5, Wizard 5
Casting Time 10 minutes
Components V, S
Range Unlimited
Target One living creature
Duration Instantaneous
Saving Throw Will negates; see text
Spell Resistance Yes

The nightmare prevents restful sleep, deals 1d10 damage, leaves the target fatigued and prevents recovery of arcane spells for the next 24 hours. Save modifiers depend on how well the caster knows the target and what physical connection is available.

Creatures that do not sleep or dream are immune under Pathfinder’s rules.

Nightmare — D&D 3.5e

School Illusion (Phantasm) [Mind-Affecting, Evil]
Level Bard 5, Sorcerer/Wizard 5
Casting Time 10 minutes
Components V, S
Range Unlimited
Target One living creature
Duration Instantaneous
Saving Throw Will negates; see text
Spell Resistance Yes

The target takes 1d10 damage, becomes fatigued and cannot regain arcane spells for 24 hours. Knowledge and physical connections modify the target’s Will save under the 3.5e rules.

Knowledge and Connection

Knowledge Save modifier
None, but with some connection +10
Secondhand +5
Firsthand +0
Familiar −5
Connection Save modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair or similar sample −10

What Changed?

  • Pathfinder 1e: retains Nightmare but does not put it on the default Witch spell list.
  • D&D 3.5e: retains the classic Bard/Sorcerer/Wizard version.
  • Witch archive: the 4th-level Witch placement is preserved as legacy material and should not be mistaken for Pathfinder class access.
  • 5.5e / 2024 and 5e / 2014: no direct core spell by this name.

Counterplay and Rulings

  • Awake target: the caster can abandon the casting or wait in a vulnerable trance until the target sleeps.
  • Disruption: disturbing the caster during the trance can end the spell under the legacy concentration rules.
  • Dispel Evil: the older rules include a special interaction while Nightmare is being cast.
  • Immunity: creatures that do not sleep or dream cannot be affected.

Using Nightmare in Play

Nightmare is long-range pressure rather than battlefield damage. It works best against a known enemy before an important day: preventing spell recovery, exhausting a rival commander or signalling that a distant foe has discovered the target’s identity.

Related Magic

Rules Sources and Licensing

Pathfinder 1e: Pathfinder Roleplaying Game Core Rulebook. D&D 3.5e: SRD legacy rules. The Witch-list placement is preserved separately as archive context.

← Witch Spell Lists

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top