The caster enters a meditation in order to create an illusory Avatar that becomes a projection of their will. During the casting of the spell, the casters surroundings begin to slowly warp as the caster draws magic in around them. Around the caster will begin flickering with random illusions created by the subconscious as the caster begins to delve into the deep ethereal, bordering the realm of dreams. The caster controls a dream-like version of themselves that can move through both the realms of dreams as well as the deep ethereal and remain dimly aware of their surroundings in their physical form. The Avatar has the ability to safely navigate both the dreams of creatures as well as the deep ethereal without becoming lost. In order to enter the dream of a specific creature, The caster must either know their true name or be familiar with the target, even if that target is on another plane.
The Dream Avatar has stats equal to the caster but has a movement of 120ft and may only cast Illusion, Divination and Enchantment magic while in this form. The caster may either target the creature who hosts the dream they entered, or any creatures who reside in the Plane of Dreams or Deep Ethereal itself. If the targeted creature is awake, the caster instead creates a powerful vision in the mind of the creature, the vision itself shaped in the way the creature desires. Creatures who are praying or willingly open themselves to the caster, allow the caster to know who and where they are to bridge a connection.
An Avatar that is in the mind of a creature may manifest themselves within a willing creature. A manifested Avatar can either imbue the creature with their power, allowing the creature to borrow some of the casters class abilities, change their physical appearance to an aspect of the casters choice, and/or possess the creature. A creature who is possessed can dimly observe through their normal senses, remain in a deep dream-like slumber, or persist some sort of dreamscape based on the casters choosing.
When a creature is subsumed by this spell, the caster may puppet the creature as if it were themselves in their place. Illusion magics rewriting the presence of the creature with their own presence making it real, changing the appearance of the creature into a form they wish. The caster who possesses a creature may use all their class features and levels as normal. When the spell ends, the possessed creature takes 3 points of exhaustion.
The spell ends when the Avatar dies, the casters true body takes damage, or the caster ends the spell with an action. A possessed creature may also decide to end the spell if they desire by rolling a Charisma Saving Throw against the casters Spell Save DC. On a success, the spell ends.
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