Level
9th
Casting Time
10 Minutes Ritual
Range/Area
Self 20 ft. (20 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
WIS Save
Damage/Effect

You attempt to send every creature within a 20 ft. radius sphere centered on you into a dreamscape world. All creatures within range must make a wisdom saving throw. For those that pass, nothing happens. Those that fail the save fall asleep and are thrown into a dream that depicts what their ideal world is like.

In order to wake up from the dream, one of two things must happen; someone in reality must use their action to wake the creature (either gently or painfully), or they ‘complete’ the dream. If neither of these conditions are met, the creature will sleep until it dies. The dream will most often depict what a creature’s life would be like if the creature’s ‘turning point’ never happened. For example, if a creature’s turning point is their family dying, the dream would depict their life with a healthy family.

All sleeping creatures must make another wisdom saving throw, with a DC equal to 5 less than your spell save DC. Those that pass the save are aware of what they have to do in order to complete the dream. The caster is unaware if any creatures know how to complete it. To complete the dream, a creature must make it as close to reality as possible. If the creature’s dream shows them with their family that’s dead in reality, their family must die in the dreamscape.

* - (A feather from a pillow, a string from a blanket, and a dream catcher)

Available For: Sorcerer (Legacy) Wizard (Legacy) Bard (Legacy) - College of Whispers Druid (Legacy) - Circle of Dreams

BaconVSDIO

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