Dreamer's Call
Dreamer's Call
Level 4 Uncommon
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
domain: Dreams
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 374
spell_type: Focus
target: 1 creature
type: Spell
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 fascinated 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 fleeing 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.