Wolldin's Fearstalker
(Illusion/Phantasm)

Range:  10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Special

This spell creates an illusionary creature in the mind of its victim much the same as a phantasmal killer. The fearstalker appears as a shadowy creature of a vaguely humanoid shape (only the victim and the wizard can see the creature). Once cast, the fearstalker will tirelessly pursue its target; if the victim does not succeed in making a disbelieve check (this intent must be specifically stated) it will be attacked by the fearstalker.
The fearstalker has a movement rate of 24, has Hit Dice equal to half the wizard's level (rounded down), has 2 attacks (2d6/2d6), and can be hit only by +1 or better weapons. It is immune to charms and other mind-affecting spells, but is susceptible to most other spells and magic attacks.
Once the battle has been joined, nothing short of the death of one of the combatants will end it. Rendering the victim unconscious will not help, as the fearstalker will enter the target's dreams and the battle will continue normally. If the caster of the spell is slain or rendered unconscious, the current battle will continue normally, but the fearstalker will not be able to return at a later time (see below).
If the victim of this spell is reduced to 0 HP by the fearstalker, he must make a systems shock roll; if this roll fails, the victim dies and the spell ends; if it succeeds, the target only believes he has died and falls into a coma for 2d12 hours. Only heal or wish will rouse the victim from this coma. If the target reduces the fearstalker to 0 HP, it will vanish instantly. However, in this case, the fearstalker is not actually destroyed; it will reappear in 4d6 hours (at full strength) to again attack its victim (the fearstalker is not able to return if the wizard has been slain, or if he was unconscious at the time of the fearstalker's defeat in the previous battle).
The only way to permanently end this spell (short of the victim's death) is to make a successful disbelieve check. The victim is allowed one such roll each time the fearstalker returns after being defeated, as well as when the spell is first cast. This disbelieve check has the same modifiers applied to it as for the phantasmal killer spell.
The wearer of a helm of telepathy may not turn the fearstalker upon the wizard. If the victim is asleep or otherwise unconscious when the fearstalker returns, the battle will take place in the target's dreams, and the disbelieve check is made with a -2 penalty.

