Dream Voyage
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 ↗
Creatures that disembark from your vehicle can either enter the dreamscape or exit to the plane where the dreamer’s body lies, arriving within 1 mile of the dreamer’s body. All creatures that disembark from the vehicle onto a plane at the same time arrive in the same place. The dreamer can’t prevent the dream voyagers from entering its dream, but can attempt a Will save to prevent a group of creatures from exiting to the plane where its body resides.
The psychic vehicle remains in the dream for the remainder of the spell’s duration, even if it’s unoccupied. A creature adjacent to the dreamer can reenter the dream vessel as a full-round action through an illusory portal only subjects of the spell can see. You can return the vessel to the point where you cast dream voyage to allow any number of passengers to return to that plane, and can return it to the dream again. Either of these trips takes the same amount of time as the initial travel, and can be done any number of times within the spell’s duration. If the vessel moves out of a dreamscape, companions left behind can’t return to the vessel by being near the dreamer. If a companion is killed, its body doesn’t return to the dream voyage unless you carry it with you, just like any other object.
If the dreamer awakens while the dream vessel is still in its dream, it can allow the dream travelers to exit or not (as with dream travel). The dream vessel remains intact in the Dimension of Dreams for the spell’s duration even if it’s untethered from a dream. It drifts through dreams when this happens, and you can’t pilot it to another dream (even a dream of the initial dreamer if that creature begins dreaming again). If you dismiss the spell at any time, you and all subjects within the dream vessel return to where you started on the Material Plane.
You can increase the number of companions you can bring on a dream voyage to 10 creatures per caster level, though to do so you must increase the casting time, maintaining your concentration and touching up to 6 creatures per round as a fullround action. If your concentration is disrupted before you touch all of the targets, the spell is wasted and has no effect. Once you have touched all of your companions, the dream voyage begins; however, its duration is reduced to 1 hour.
Variants
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Dream Travel
- Dream Voyage