You fall asleep and enter the dream of another sleeping creature. You are lucid and aware of your presence in the Dreaming. If you are immune to magical sleep or do not sleep, or if the target is awake, the spell fails. The spell ends if you or the target wakes up. The target is random unless you specify a creature while casting the spell. To find a specific creature’s dream, you must have at least two firsthand memories in the Memories table below. The memories must be no more than one month old.
Memories
Taste of the target’s favorite food
Voice of the target’s immediate family member or lover
The smell of standing in the target’s childhood home
The sight of the target’s laughing face
Touch of an object the target wore or slept with as a baby
The story is about a dream the target had in the last month
The dreaming creature is aware they are the target of this spell and can choose to eject you from their dream, which ends the spell and awakens you. You can interact with the target within their dream, and both of you remember it perfectly when you wake up. If you take damage in the dream, your physical body takes the same amount of psychic damage when you wake up.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, one additional willing creature within 30 feet of you can also enter the target’s dream for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, you can choose to obscure yourself and creatures with you from the target. The target makes a Wisdom saving throw. On a failed save, you and the creatures with you appear as plausible additions to their dream. This might alter your physical appearance within the dream, but you retain your game statistics. In addition, when you cast this spell using a spell slot 4th level or higher, you and creatures with you can move beyond the edge of the target’s dream to change whose dream you are in. The new target is a random creature having a similar dream. If you enter the new dream obscured, the new target makes the Wisdom saving throw to discern your presence. When you cast this spell using a spell slot of 6th level or higher, if you are holding an object outside of the dream, you can give the target the object within the dream. When you do, the object is instantly teleported from your hand and into the target’s possession. The object must be no more than 5 pounds. When you cast this spell using a spell slot of 7th level or higher, you can choose to end the spell as an action. When you do, you and creatures with you are instantly teleported into the nearest unoccupied space to the target.
* - (a chamomile daisy with eight petals worth at least 10 gp, which the spell consumes)
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