Paranoia
(Enchantment, Illusion/Phantasm)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 hour + 3 turns per level
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Special

Paranoia is a spell used to unnerve and frighten humanoid creatures. If the target makes a saving throw versus spell with a -3 penalty (adjusted for Wisdom), then he will greatly desire to leave his present location, but will suffer no other ill effects. Elves have a 5% chance to resist the effects of the spell, but still get a saving throw.
Creatures who fail the saving throw are convinced that "everyone is out to get them". The spell creates a hallucinatory person who follows the target everywhere, but disappears when looked for. The target also has the feeling that he is being watched, and in fact has a chance (5% per wizard level) of thinking someone nearby is spying on him. The target believes that everyone is talking about him, especially those whose conversations he can't hear. Remove Curse or Heal will restore the person's mind, but Dispel Magic will not. Furthermore, any action that requires concentration (spellcasting, turning undead, using a psionic ability or thief skill, etc.) has a chance to fail due to the victim's highly emotional state. The chance of failure is (level?5)% - 30%.
The final result of this spell is that anyone who fails their saving throw will be branded insane or bewitched, and treated appropriately. NPCs who are subjected to this spell will spend at least the next day sulking, still afraid of everyone (this is not a magical effect, simply an after-effect). If an NPC knows who cast the spell, they will either be afraid of the wizard (for weaker NPCs) or very angry (stronger NPCs).
For example: two wizards cast paranoia at Strongarm and Bloodaxe, who are in a large dining room. Bloodaxe makes his saving throw, and becomes aware of something being wrong in the room. He leaves, wary of what might be out there, but more afraid of what is inside. Bloodaxe suffers no other ill effects. Strongarm fails his saving throw, and becomes convinced that everyone in the room is either plotting against him, or spying on him. In fact, he's certain that the duke is spying on him. Not willing to fight everyone in the room ("they're all out to get me!"), Strongarm flees. As he runs down an empty hallway, he gets the feeling he's being followed, and actually sees someone in the corner of his eye. When Strongarm tries to confront his shadow, he finds nothing. Once the spell expires, he will still feel uneasy (memories of having everyone against you are not easily forgotten), but will no longer act abnormally.
This spell was developed by Vanquil as a response to another wizard's powerful mental spell, which caused great pain in its victims (specifically, Corinna and her psiblade. Corinna has yet to experience a paranoia spell...). This spell does not carry Vanquil's name since he does not wish it to be traced back to him (for good reason).
The material component is either a lock of hair from a madman or a drop of blood from an assassinated noble or official.

