You attempt to manipulate a creature to see, hear and feel only what you want them to. The target must make a Wisdom saving throw. On a failed save, the target stands still, trapped inside its own mind. The daydream includes sound, temperature, and other stimuli, as if the target was really there. Every aspect of the dream is controllable by you, and can be directed on a round by round basis. You must stand in place to concentrate on the spell, and if you or the target are attacked, you must succeed on a concentration check. At the end of each round, the target (if desired) can make an Intelligence saving throw to disbelieve the illusion, The DC for the saving throw increases by 2 for every minute the target remains in the dream.
Level
1st
Casting Time
1 Action
Range/Area
Sight
Components
None
Duration
Concentration
10 Minutes
School
Enchantment
Attack/Save
None
Damage/Effect
Comments