Dreamer's Call
You create a vivid, illusory daydream drawn from the images of the target's dreams. The daydream appears in an unoccupied space in range, and you attempt to draw the target toward it.
Critical Success The target is unaffected.
Success The target's attention wavers. It becomes Fascinated by the daydream.
Failure The target is fascinated with the daydream and pursues a course of action you choose as its first action after you Cast the Spell: approach the daydream, run away from it (as the Fleeing condition), Release what it's holding as an offering, or Drop Prone in obeisance.
Critical Failure As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and does nothing else.
Traits
This indicates abilities from the cleric class.
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
Effects and magic items with this trait involve false sensory stimuli.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.