Dreamer's CallFocus 4
Source Pathfinder Core Rulebook
Cast (somatic, verbal)
Range 30 feet
Target 1 creature
Duration until the end of the target's next turn
Saving Throw Will
The target becomes distracted and suggestible, inundated by vivid daydreams.
Critical Success The target is unaffected.
Success The target's attention wavers. It becomes Flat-Footed and Fascinated by its daydreams.
Failure As success, except that you appear in the dream and give a suggestion. This can be to approach you, run away (as if it had the Fleeing condition), Release what it's holding, Drop Prone, or stand in place. The creature follows this course of action as its first action after you Cast the Spell.
Critical Failure As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and it does nothing else.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
EnchantmentEffects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
ClericThis indicates abilities from the cleric class.
IncapacitationAn 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 level 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.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.