Lucid Control (5e Spell)

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Lucid Control
7th-level transmutation
Casting time: 1 action
Range: 120 feet
Components: S, M (a handful of poppy seeds and belladonna berries)
Duration: 1 minute


You force yourself to fall into a dreamlike trance for the duration, allowing the barrier between the sleeping and waking worlds to become blurred. While in the trance, you are aware of your surroundings, but can't take actions or move.

At the start of each of your turns while in this trance, you can choose up to two of the following effects to occur.

Piercing Headache. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much on a success.

Shifting Surroundings. Up to three creatures of your choice in a 10-foot cube within range move up to 20 feet in directions of your choice, including upwards. An unwilling target that succeeds on a Charisma saving throw is unaffected. If this movement leaves a creature in midair, it is unable to move unless it has a flying speed but falls only if it chooses to on its turn or when the spell ends.

Image. You create an illusory image that fits inside a 20-foot cube within range. This can include up to two harmless sensory effects (smell and sound, for example), and lasts for the duration. On your turn, you can cause an image created this way to move to any other spot within range or dismiss it (no action required), and can have up to five images created this way at once.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. 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. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

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