You touch a willing creature and send it into a deep slumber. While the target is asleep, you can enter its dreams and explore its subconscious. You can communicate with the target, create and alter the dream environment, and manipulate the target’s memories and emotions. You can also bring other willing creatures with you, up to a number of creatures equal to your spellcasting ability modifier (minimum of one).
The target is unaware that it is dreaming, unless you choose to reveal it. The target can make an Intelligence saving throw at the end of each hour it spends in the dream, or whenever it experiences something that contradicts its reality. On a successful save, the target becomes lucid and realizes that it is dreaming. The target can then choose to end the spell and wake up, or remain in the dream and gain some control over it.
While in the dream, you and the target are immune to damage and effects from the outside world, unless the effect can affect creatures on other planes. You can also end the spell at any time, waking up yourself and the target. If the spell ends prematurely, the target must make a Wisdom saving throw. On a failed save, the target suffers 4d6 psychic damage and is stunned for 1d4 rounds. On a successful save, the target suffers no ill effects.
* - (a pinch of sand)Previous Versions
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