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20 Dream Magic (PF2e)
20 Dream Magic (PF2e)
2
D ream M agic
Y
Traditions arcane, divine, occult, primal
ou cast this spell while sleeping, and the target
Casting Time 2 hours (dreaming, somatic, verbal)
must also be asleep for the entire casting time.
Range 60 foot radius Target up to 6 sleeping creatures
Your create a dream of an academic setting where
Duration 2 days
numerous studious dream figments debate a single
W hen you cast this spell, you can bring with the table to see where it ends up. For these rerolls,
your one creature that is sleeping at the end roll 1d20 + 80. Each time “Mishap” comes up, the
of your casting time per level. All creatures must be travelers take more damage and must reroll to see
ones that would agree to travel with you if asked where they end up.
and awake, though they are not actually awakened Regardless of the accuracy of your dream travel,
to be asked. You and the affected creatures travel you and your companions all arrive at the same
through dreams to a distant location. The connection location (except in the case of a mishap). Mindless
between dreams and reality is inherently tenuous, creatures can’t use dream jaunt, nor can creatures
and your ability to arrive precisely where you mean that can’t dream.
to is dependent on the greatest familiarity you or
any of the creatures traveling with you have with Dream Message, Lesser [Spell 1]
the location you’re trying to find. To determine how Traditions arcane, divine, occult
accurate your arrival is at the end of your dream Casting Time 1 minute (somatic, verbal)
travel, roll d% on the table below. Range planetary Target one creature you have met
in person
Familiarity:
Duration see text
“Very familiar” means that at least one traveler
has been to the location numerous times, or at least
once for an extended period. T his spell functions as the dream message spell,
except the message can be no longer than 5
words and if the recipient of the message is not asleep
“Somewhat familiar” means that at least one
when the spell is cast, the spell automatically fails.
traveler has been to the location at least once.
“Known” means that at least one traveler has a Dream Preparation [Spell 3]
strong idea where the location is, by seeing it in Traditions divine, occult
the distance or observing maps and navigational Casting Time 4 hours (dreaming, somatic, verbal)
information detailing it. Range personal
“Not well known” is a location at least one traveler Duration 1 day or until expended
has heard of and knows by name and true identity,
but has no firm idea of its location. Y ou dream of a magic academy, where you are
taught to cast a spell you normally cannot.
You select one common spell you are aware
On Target: You travel to a safe space within 1d100
x 10 feet of the correct location. of to prepare in your dream. If the spell is one
available to your tradition, it must be at least 2
Off Target: You travel to a safe space within 1d100 spell levels lower than the spell slot you use for
x 1 mile of the correct location. dream preparation. If it is of a different tradition,
Similar Area: You travel to a safe space at a similar it must be at least 3 spell levels lower than the
location that shares some visual or thematic elements spell slot you use for dream preparation.
Y
Casting Time [2 actions] (somatic, verbal) ou cast this spell while sleeping. Your dreams
Range touch predict events that may occur during the next
Target intelligent creature touched day. You have 1 prophecy you gain. Once during
Duration 1 day/level (D)
the next 24 hours you can expend a prophecy as
Saving Throw Will negates; Spell Resistance yes
a reaction to gain one of the following benefits.
OPEN GAME LICENSE Version 1.0a Open Game Content by the Contributor, and means any work covered by this License, including
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