Dreamwalk

Dreamwalk
Divination [Id Shidiin]
Level 4 (exotic)
Casting Time 1 standard action
Components V, S, M (a potion of sleep)
Range touch
Target 1 living being capable of sleep
Duration 8 hours
Saving Throw Will negates
Spell Resistance yes

The recipient of this spell must consume a potion of sleep, and though a saving throw is indicated, the target may deliberately fail the save for the potion and the spell, to receive its effects. Once the potion is consumed, the caster touches the target (which may be himself) and falls into a deep sleep for 8 hours, from which he cannot be awakened except by dispel magic or polypurpose panacea [wakefulness]. During this time, the recipient leaves his body and his dream self, incorporeal and invisible, can move about, dreamily, of course, and explore places they have seen in the waking world. For each hour of sleep, they get one round of interaction, and one round is needed for travel, no matter where it might be. Thus they could travel to their hometown, observe slavers rounding up the people for three rounds, and follow said slavers in the direction of the abandoned orc mines. At the GM’s discretion they could dreamwalk to a place that they have heard about in detail, or even, say, the moon, provided there was air there, or they could hold their breath… if the dream-form takes any damage whatsoever, or has to make a saving throw, the dreamwalk ends, the sleeper wakes, and is fatigued. The dream-form cannot cast spells or take any actions to interfere with the waking world, though they could interact with another dreamwalker under the influence of the same spell, who would be visible to them. Rarely, dreamwalkers are accosted by creatures such as night hags or baku, though the worst that usually happens is an ending to the spell.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.