Wet Dreams

Wet Dreams

4th-level Illusion (Ritual)

Casting Time: 10 minutes
Range: Unlimited
Components: V, S, M (Arcane Material Component: Something that reminds you of target.)
Duration: Instantaneous, plus 24 hours

You send a pleasant, but tiring vision to a specific person you name, or otherwise specifically designate. Target must do a Wisdom Save. If the target fails saving throw subject receives your erotic dream. Erotic dream allows a full rest, but target only regains ½ of total Hit Dice, gains 1 level of fatigue, and is unable to regain any spell slots from a long rest. For next 24 hours target has disadvantage to saves against spells with charm effect.

If target is a complete stranger, he has advantage against the initial save.
If the target is an acquaintance or a friend save is against this spell is done normally.
If you have had intimate relations with the target, or you know them extremely well they save against this spell is done with a disadvantage.
If the recipient is awake when the spell begins, you may choose cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, where upon you become alert again and complete casting. If you are disturbed during the trance, you must do a Constitution(Concentration) check, or to be forced end the spell.
While in trance you are unaware of your surroundings or activities around you. You are considered blind, deaf and paralyzed.
Creatures that don’t dream, are immune to this spell.

Phantasmal Lover

Phantasmal Lover

3rd-level Illusion

Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You create a phantasmal image of the most erotic and enticing thing imaginable to the target. When first targeted by the spell, the target must make a Intelligence save to try and disbelieve the illusion. If they fail, it reaches out and touches them in an intimate manner requiring them to then make a Constitution save.

If they succeed the Constitution save they are affected as though by the vinegar strokes spell. If they fail they are instantly stunned and drop to the ground with a bemused and pleasurable look on their face. They are unable to speak, act or do anything for 1d6 hours unless attacked or harmed in some way to bring them out of their reverie.

Night Visitor

Night Visitor

5th-level Illusion (Ritual)

Casting Time: 10 minutes
Range: This plane
Components: V, S, M (Material Component: A piece of cheese and a feather to be burned.)
Duration: Instantaneous

This spell creates a shadowy dream visitor that goes to the target in the night and engages them in vigorous rumpy-pumpy until they awake in the morning, exhausted and pleasured beyond the capacity to seek more.

Target must make an Intelligence save or become affected by the spell. Those affected by this spell do not gain the benefits of a long rest. And also may not take another long rest for next 16 hours. Also target may not be target of the spell after he was affected for next 24 hours.

Musical Accompaniment

Musical Accompaniment

1st-level Illusion

Casting Time: 1 Action
Range: Self
Components: V, S, F (Arcane Focus: A miniature lute or piano and the pedal from a spinning wheel.)
Duration: 10 minutes

When getting one’s “groove” on it can be beneficial to have some musical accompaniment to enhance the mood and give a rhythm to work to.

This spell only seems able to produce the sort of music that is heard in the seedier taverns with plush carpets and fading gold trim. The music produced always seems to incorporate the noise “Chakka-bownow.”
To ignore the spell effect target must make an Intelligence save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, add 10 minutes to the duration of the spell for each level above level 1.

Mirror Talk

Mirror Talk

4th-level Illusion (Ritual)

Casting Time: 10 minutes
Range: 30 feet
Components: V, S, F (Arcane Focus: A mirror edged with fine silver ornaments)
Duration: 1 hour

This spell enables the caster to create a link from her focus mirror to a second focus mirror elsewhere on the same plane. The target must posses a mirror caster is familiar with to be able to cast the spell, but does not need to know where it is.

The link between mirrors enables those in front of the mirror to see through the opposing focus as if it were a window. Sights and sounds pass through the foci. This enables line of sight, but no spell, or effect may pass through the mirror.