Level
Cantrip
Casting Time
1 Minute
Range/Area
Sight
Components
V, S
Duration
Concentration
7 Hours
School
Enchantment
Attack/Save
None
Damage/Effect
You enter the dreams of a creature you can see within range, influencing its subconscious. While in the dream, you can attempt one of the following actions per turn. Roll d20 + relevant ability modifier to determine success against the DC listed for each action.
| Action | Effect | Ability Modifier | DC |
|---|---|---|---|
| Speak | Appear only as sound; you can speak, sing, or make any sound. | Intelligence, Charisma or Wisdom | 8 |
| Interact | Appear as yourself on a flat surface; you may physically interact with the target in the dream. | Intelligence, Charisma or Wisdom | 10 |
| Explain | Appear as a physical form of your choice, in any location, and change appearance freely. | Intelligence, Charisma or Wisdom | 13 |
| Soothe | Heal the target 2d6 (or 8 HP). If at full HP, grant 1d6 temporary HP until damaged. | Wisdom | 15 |
| Terrify | Deal 2d10 psychic damage, awaken the target, and prevent sleep for 2 hours. | Charisma | 15 |
Success: If your roll meets or exceeds the DC, your action succeeds.
Notes:
-
The target can make a Wisdom saving throw to resist effects at DM discretion for harmful actions (Terrify) or beneficial effects (Soothe).
-
Concentration rules apply: if you take damage or lose concentration, the spell ends.
-
You can attempt one action per turn.
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