Level
6th
Casting Time
5 Minutes Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 12 Days
School
Divination
Attack/Save
WIS Save
Damage/Effect
Communication (...)

This spell shapes a creature's dreams and allows up to three creatures, including or excluding the caster, to enter them. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you, unless one of the other Dreamwalkers casts Gate. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, and up to two willing creatures you touch, enter a trance state, acting as messengers. While in the trance, the messengers, dubbed Dreamwalkers, are aware of their surroundings, but you, the original caster, can't cast any spells other than the Dreamwalk spell.

If the target is asleep, the Dreamwalkers appear in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The Dreamwalkers can also shape the environment of the dream, creating landscapes, objects, and other images. The Dreamwalkers can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the Dreamwalkers know it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the Dreamwalkers appear in the target's dreams. The Dreamwalkers cannot use any combat actions other than recasting the spell if concentration is broken. If concentration is broken for longer than 1 minute, the spell ends early.

You can make any number of the Dreamwalkers appear monstrous and terrifying to the target. If you do, they can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosities spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 2d6 psychic damage per phantom that spoke to it.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

If the target consents to the spell, you can grant them one usage each of Bless, Bane, Cure Wounds, Healing Word, and Comprehend Languages, which are all one half the Dreamwalk spell's level, rounded up. (from 3rd to 5th) The spells listed can only be used in the target's dream, unless the target knows them normally.

At higher levels, the Dreamwalk spell can have an additional three Dreamwalkers for every level above 6th.

* - (a handful of sand, a dab of ink, a writing quill plucked from a sleeping bird, and a charged sapphire worth at least 100 gp, which isn't consumed by the spell, but the charge is used up.)

Spell Tags: Damage Communication

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Druid (Legacy) - Circle of Dreams Druid (Legacy) - Circle of Stars (Legacy)

PhoenixOfGrandeur

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