Level
9th
Casting Time
1 Action Ritual
Range/Area
40 ft. (40 ft. )
Components
None
Duration
10 Rounds
School
Illusion
Attack/Save
WIS Save
Damage/Effect
Psychic

Once per day,

Bahamut allows you to shape a  evil creature's dreams. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You enter a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

The messenger appears in the target's dreams and can converse with the target. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. 

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a DC 15+ Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the spell (10 rounds) and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

Spell Tags: Damage Communication Deception Charmed

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

Mustkillian

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