This spell separates an individual's mind from its body while cloaking the body in invulnerable armor of magical force. The body does not die, rather it is placed in a state of suspended animation. It cannot be harmed by magic or by physical force, or even moved. The body does not age, breathe, or eat and is not subject to disease, rot, infection, or poison, even if these states existed in it before it was disminded.
The mind itself is cast loose invisibly across the Prime Material Plane, where it drifts serenely, undetectable by any means. Like the body, the mind cannot be harmed by any known process. It cannot control its movement or what it sees, and its memory is erratic. The DM should feel free to provide one to six small scenes, phrases, or situations for the disminded mind to witness in its flight, as seeds for future adventures. While in its disminded state, the mind cannot think, pray, study or research spells, or even choose to observe any particular person or locale.
Mind and body can be linked together by a limited or full wish or by the reverse of this spell, restore mind. The restore mind spell must be cast on the body and the mind is immediately brought back. Mind and body must be on the same plane in order for this spell to function.
The dismind spell in its original form is often used by high level wizards in life-or-death situations to preserve themselves for future recovery and restoration.
The reversal, restore mind, has a number of other functions as well: it can cure insanity (both magical and otherwise), it can counter the effects of the feeblemind spell, and it can break all mental or magical controls, including geas, quests, and charms. The caster must make a saving throw vs. spell in order for the restore mind spell to work.