Lucid Control (5e Spell)

From D&D Wiki

Jump to: navigation, search
Lucid Control
7th-level Transmutation
Casting time: 1 action
Range: Self(100 feet)
Components: S, M (sleeping medication of some kind)
Duration: 1 minute

You force yourself to fall asleep, as your dreams start to become reality.

When you cast this spell, you immediately fall unconcious, however, you are still fully aware of what's happening within range. The spell ends if you ever wake up. At the start of your turn while you remain unconcious, you may cause any two of the following effects to happen.

  • Shifting Surroundings. Target any three creatures or 10 foot squares of terrain. They may make a Charisma saving throw to resist, if they are unwilling. They move up to 20 feet within range, and if they would be airborne, they do not immediately fall, and only do so when the spell ends or they choose to.
  • Images. You create an illusion within range that fits within a 20 foot square. It can be for any two sensory effects(visual and audio for example), but it cannot actually harm creatures in any way. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature discerns the illusion for what it is, the creature can see through the image. As an action, you can move the image up to a new location in range. you cannot create more than 5 illusions in this way.
  • Piercing Headache. Choose a 10 foot radius circle within range. Every creature within range must make a Wisdom saving throw, or take 3d6 psychic damage.
(0 votes)

Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWarlock
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!