Dreamer's Call
A half-remembered dreamscape flickers into being nearby, luring a distracted target to chase it, flee, or kneel in offering.
You create a vivid, illusory daydream drawn from the images of the target's dreams. The daydream appears in an unoccupied space in range, and you attempt to draw the target toward it.
Critical Success The target is unaffected.
Success The target's attention wavers. It becomes by the daydream.
Failure The target is fascinated with the daydream and pursues a course of action you choose as its first action after you Cast the Spell: approach the daydream, run away from it (as the condition), Release what it's holding as an offering, or Drop Prone in obeisance.
Critical Failure As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and does nothing else.
Rank 4
Cast 2 actions
Range 30 feet
Save Will
Duration until the end of the target's next turn
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