You may alter the dreams of a creature known to you the next time it sleeps, allowing you to manipulate its subconscious on a very deep level.
You cannot control the details of dream (e.g., the time of day, the location, the color of the sky, etc.), nor can you use to dream to deliver a specific message to the creature, but you can choose the overall tone of dream and how you appear within it. The creature can attempt a Wisdom saving throw during dream in order to mitigate the spell’s effects. If this saving throw succeeds, the details of dream become hazy upon waking, but some of the emotions linger.
Based on how you choose to appear within dream, you can affect the creature in different ways upon waking:
Infatuation: You dominate dream as the object of the creature’s desire, lust, or intense curiosity. For 24 hours after the creature wakes, it is considered charmed by you, and it has disadvantage on saving throws against any enchantment spells you cast. If the creature succeeds on its saving throw during dream, it isn’t charmed and doesn’t take disadvantage on saves, but it remains friendly toward you and you have advantage to Persuasion checks against it.
Terror: In dream, your image assumes an aspect of unspeakable malevolence and dread. For 24 hours after waking, the creature is overcome with terror at the sight of you. It must make a Wisdom saving throw versus your spell DC or fall unconscious from fright for 1d6 minutes. Even when the creature is conscious, it has the frightened condition in your presence and will attempt to get as far away from you as it can by any means available. If the creature succeeds on its Wisdom saving throw during dream, it is not terrified by the sight of you, but it senses something frightening about you that it can’t quite place, giving you advantage on Intimidation checks against it.
Inspire/Erode Confidence: In dream you appear as an idol or authority figure whom the creature deeply respects and seeks the approval of. This version of the spell may have positive or negative effects. If you so choose, you may use the authority figure to boost the creature’s confidence, granting it advantage on a skill or ability check of your choice for 24 hours after it wakes. Conversely, you may have the authority figure express deep disappointment and repulsion toward the creature, granting it disadvantage on a check instead. When you use this spell to inspire confidence, the creature need not make a Wisdom saving throw during dream.
At the GM’s discretion, you may be able to accomplish other effects with this spell, provided that they are no more powerful than those outlined above.
Wardens of the Wild. Copyright, 2015 Total Party Kill Games. Author(s): PJ Harn and Brian Berg.