The mechanics of this spell is to specifically remove the benefits of a long rest. The caster spends 2 hours affecting the rest of one creature for 2 hours, therefore disrupting a long rest and ensuring another can not be taken until the rules of taking a long rest permit.
The waking vision prevents restful sleep or Elven trance. It causes 3d10 psychic damage on a failed CON save, it increases the target's exhaustion by one level, and makes them unable to regain spells until the next long rest, any attempt at another long rest will fail for another 16 hours. On a successful save, damage is halved and no other effect is felt, but target is aware someone tried to affect their dreams.
This spell shapes a creature's dreams and visions. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you.
Creatures targeted by this affect cannot use a feature to automatically succeed or reroll the saving throw and creatures immune to being magically put to sleep must still make the saving throw. On a failed save, a creature becomes unconscious for the duration. Unconscious creatures are sucked into a terrible nightmare realm. Flashes of past nightmares torment the creature, hampering its ability to focus. The target is affected until it awakens and you choose one of the following effects.
Falling. The target believes it has dropped from a considerable height and is unable to prevent its fall. The target takes 3d6 psychic damage and is knocked prone.
Chased. The target sees terrifying, bloodthirsty hounds and wolves pursuing them. The target takes 2d6 + your spellcasting modifier psychic damage and upon awakening must use its full movement to run in a direction of your choice. The target will not move into an area that it knows would cause it harm, but will provoke opportunity attacks to flee the beasts.
Darkness. The targets vision is obscured by ominous, malevolent creatures of the night. The target cannot see beyond 5 ft. and its movement is reduced to 0 for 1d10 rounds after awakening.
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.
* - (a handful of sand, a dab of ink, and a whisker plucked from a sleeping cat.)
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