You cast this spell before going to sleep, choosing a time in the past of the creature or the creatures genetic history of the blood used to cast the spell.
When you fall asleep you enter the plane of dreams, make a Charisma skill check with a DC of 12, which is modified by how well you know the target, ((the same modifiers as scrying)), passing automatically if the blood is your own.
On a failure, you lose 1 sanity score and roll on the Dream Plane encounters chart. On a success, you dream of the past of the target, you can walk around and observe the area at the time but cannot interact with anything in any way whatsoever.
Looking back on the past takes time, you can look back a number of days equal to your Wisdom score every round, (For example a Wisdom modifier of +15, it would take 5 minutes to look back 2 years).
While asleep under the Animus spell your body enters a state of suspended animation, it doesn't need food or air and doesn't age and cannot be woken up by any means short of a wish spell, unless you choose to end it.
You can be contacted through the Sending spell, or other such inter-planar communication.
If a creature is attempting to contact you through Sending and is not also on the Plane of Dreams, that creature must roll a D10, on a roll of a 1, the message is not received.
At any time during this dream, you can choose to end the spell early and wake up.
If this spell is cast as part of a long rest, the spell slot you used to cast it is not regained at the end of the long rest.
Note: You cannot see anything of the life of the creature from after the point in time the blood was taken, nor the life of the creatures parent from after the creature was born.
Level
9th
Casting Time
10 Minutes
Range/Area
Self
Components
V, S, M *
Duration
Special
School
Divination
Attack/Save
None
Damage/Effect
Comments