As you cast this spell, a 30 foot sphere forms, with you in its center. The sphere has a AC equal to your spell save DC and HP equal to ten times your level. The wall of the sphere cannot be passed, neither from the inside nor from the outside. As the sphere forms, every creature in its area (except the spell caster) has to succeed on an wisdom saving throw. On a success the creature is pushed out of the sphere. On a failure the creature is caught within the sphere. The spell caster can transform the terrain inside the sphere to its will. Every transformation is merely an illusion and does not change the actual environment. The illusion cannot hurt the creatures within the sphere. Every damage dealt within the sphere is psychic damage. Every attack roll made inside the sphere gains advantage or disadvantage at the spell casters will. On a failed Wisdom saving throw, the creature also thrifts into a dreamlike trance. During this trance, the creature is stunned and the creature is having dreams/nightmares controlled by the spell caster. The creature awakes when it takes damage, and can re-roll the saving throw every time it takes damage again. The sphere dissolves itself when you command it or after 10 minutes, leaving the creatures inside the sphere sleeping. If they are standing, they fall prone and wake up.
* - (a dreamcatcher and an orb )
Level
5th
Casting Time
1 Action
Range/Area
Touch
(30 ft. )
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Damage
Comments