Dream vision
From Ardrana
By means of the dream vision spell, the caster is able to send messages to others in the form of dreams. At the beginning of the casting, the caster names whom the message is for. The caster must know the identity of the recipient or identify him by some title that leaves no question as to the recipient.
Upon completing the physical casting of the spell, which requires but a turn, the caster falls into a deep, trance-like sleep. At this point his spirit leaves his body and travels instantaneously to the recipient. Thereupon, the caster 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 caster can choose to remain in his trance-like 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 awake.
Once the caster 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 caster. Neither can the caster gain any information by observing the dreams of the recipient. Once the message is delivered, the caster's spirit returns instantly to his body.
The reverse of this spell, nightmare, allows the caster 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 physical damage to the victim. Since the individual has not rested, he is fatigued as if he had not had the night's sleep.
Note: This spell originally appeared in this form in Oriental Adventures for Advanced Dungeons & Dragons (1st edition) from TSR. Its use here is for the purposes of providing context for the campaign only.