Veil of the Cosmic Dreamer
Veil of the Cosmic Dreamer
6th-level enchantment
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a fragment of meteorite and a drop of owl's blood)
Duration: Concentration, up to 10 minutes
This spell envelops the area around you in a mesmerizing veil, woven from the fabric of dreams and cosmic mysteries. All creatures within a 60-foot radius centered on you (excluding yourself) must make a Wisdom saving throw.
On a failed save: A creature becomes entranced, entering a state of semi-consciousness where reality and dream blur. While entranced, the creature is incapacitated and has a speed of 0, but it experiences vivid dreams filled with cosmic insights and strange visions.
On a successful save: A creature is immune to the spell's entrancing effects but still experiences a sense of otherworldliness and disorientation, suffering disadvantage on Perception checks for the duration.
As the caster, you can shape the dreams of affected creatures. While maintaining concentration, you can use your action to impart specific visions or messages, though their interpretation is subject to the whims of the dreaming mind.
Aftereffects: Upon awakening, entranced creatures must succeed on an Intelligence saving throw or have trouble distinguishing the dream from reality for 1 hour, suffering disadvantage on all Wisdom checks and saving throws.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can extend the duration by 10 minutes for each slot level above 6th.
Classes: Bard, Sorcerer, Warlock, Wizard Source: Homebrew
This spell envelops the area around you in a mesmerizing veil, woven from the fabric of dreams and cosmic mysteries. All creatures within a 60-foot radius centered on you (excluding yourself) must make a Wisdom saving throw.
On a failed save: A creature becomes entranced, entering a state of semi-consciousness where reality and dream blur. While entranced, the creature is incapacitated and has a speed of 0, but it experiences vivid dreams filled with cosmic insights and strange visions.
On a successful save: A creature is immune to the spell's entrancing effects but still experiences a sense of otherworldliness and disorientation, suffering disadvantage on Perception checks for the duration.
As the caster, you can shape the dreams of affected creatures. While maintaining concentration, you can use your action to impart specific visions or messages, though their interpretation is subject to the whims of the dreaming mind.
Aftereffects: Upon awakening, entranced creatures must succeed on an Intelligence saving throw or have trouble distinguishing the dream from reality for 1 hour, suffering disadvantage on all Wisdom checks and saving throws.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can extend the duration by 10 minutes for each slot level above 6th.
Classes: Bard, Sorcerer, Warlock, Wizard Source: Homebrew
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