Dream Travel
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- you and one creature/levelHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 hour/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negatesIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
| Familiarity | On Target | Off Target | Other | Dreamscape Mishap |
| Very familiar | 1–97 | 98–99 | 100 | — |
| Somewhat familiar | 1–94 | 95–97 | 98–99 | 100 |
| Known creature | 1–88 | 89–94 | 95–98 | 99–100 |
| Not well known | 1–76 | 77–88 | 89–96 | 97–100 |
| False identity | — | — | 81–92 | 93–100 |
Familiarity: “Very familiar” means that you have had contact using dream, dream council, dream scan, or a similar spell within the past 24 hours with the creature whose dreamscape you are trying to locate. “Somewhat familiar” means that you have had contact with the dreaming character using one of those spells at least once in the past. “Known creature” means that while you know the creature whose dreamscape you’re trying to locate, you have not connected to its dreams with those spells. “Not well known” is a creature you have heard of, know by name and true identity, but have never met.
“False identity” means that whether or not you have met the creature, you know it only through a false identity. When trying to locate the dreamscape of a creature known to you through a false identity, roll 1d20 + 80 on the table to obtain your results (instead of rolling d%), since there is no way for you to pinpoint the correct dreamscape.
On Target: You travel to the correct creature’s current dreamscape.
Off Target: You travel to an area near the target dreamscape on the Ethereal Plane.
Other Dreamscape: You travel to a similar creature’s dreamscape on the Dimension of Dreams.
Mishap: You and anyone else traveling with you experience a mishap during travel; each character takes 1d10 points of damage and must reroll on the table to see where it ends up. For these rerolls, roll 1d20 + 80. Each time “Mishap” comes up, the travelers take more damage and must reroll to see where they end up.
Regardless of the accuracy of your dream travel, you and your companions all arrive at the same location (except in the case of a mishap). Mindless creatures can’t use dream travel, nor can creatures that can’t dream.
You might be able to exit the dream near the creature on its home plane. If you and the other creatures are still in a dream when the dreamer wakes up, the dreamer can decide to bring you out onto its plane within 1d10 miles of itself. If it chooses not to, you and the other travelers are pushed into another dreamscape or onto the Ethereal Plane. The spell ends when the creature wakes up, so you no longer have the option to dismiss the spell and return home. However, you do get enough warning that a spell is about to end that you can dismiss it before the dreamer awakens and decides whether to allow you to arrive at its location.
You can use dream travel to travel to the dream of a creature on another plane, but this requires trekking through the dreams of outsiders. It takes 1d4+1 hours of uninterrupted travel to reach the destination dream, and each traveler must succeed at a Will save each hour spent traveling in this fashion. The DC of this save is 10 for the first hour, and increases by 5 for each hour thereafter. If a creature fails this saving throw, it becomes shaken for the remainder of the dream travel and for a number of hours thereafter equal to the amount of time spent using dream travel to reach the destination plane. After the first time a creature fails the saving throw, one of the following effects occurs (determined randomly by the GM). These effects are considered emotion effects, in addition to any other descriptors that apply.
| d6 | Result |
| 1 | Creature contracts cackle fever or mindfire (equal chance of either; see page 557 of the Pathfinder RPG Core Rulebook). |
| 2 | Creature is cursed, as bestow curse; if the creature is a spellcaster, it instead acquires a random minor spellblight (Pathfinder RPG Ultimate Magic 94). |
| 3 | Creature is attacked by a phantasmal killer, and is treated as having failed the initial saving throw to disbelieve it. The Fortitude save DC is equal to the Will save DC that the creature failed. |
| 4 | Creature is possessed as possession (see page 181) by an outsider (50% chance to be a creature from the destination plane; otherwise, it is a random hostile outsider). |
| 5 | Creature is affected as feeblemind. |
| 6 | Creature is affected as insanity. |
Traveling to a different planar destination decreases the accuracy of your dream transit. If you exit a creature’s dream onto a plane different from the plane you started on, you end up in a random location on the destination plane.
If the target of your dream travel isn’t dreaming, you and the other travelers can wait on the Dimension of Dreams until that creature begins sleeping. For each hour that passes during this wait, each dream traveler must attempt a Will save as if it were traveling to reach another plane.
Variants
- Dream Travel