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Dreamer's Call

Rank 4 (uncommon) (cleric, concentrate, focus, illusion, incapacitation, manipulate, mental)

Source: Pathfinder Player Core

Cast 2 actions
Components somatic, verbal, focus
Range 30 feet
Targets 1 creature
Duration until the end of the target's next turn
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.

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Player Core, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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