Daily Punch 7-18-23 Dream Walking Spell for Call of Cthulhu 7th edition

How about we just make people walk away?

Dream walking

Cost: 3 magic points
Casting time: Instantaneous
You whisper a lullaby at a target. The target must be within ten yards of the caster. For the spell to take effect the caster must succeed in an opposed POW roll with the target. If the target is willing, there is no opposed check. If the caster succeeds, the target is put into a dream like state for 1d6 rounds and the caster say a destination. The target will then choose the best method to go to that destination and move in that direction. If this results in the target boarding trains or other modes of transportation where the target must interact with other people, the target will answer questions as is half asleep, but will still act normally. If the caster beats the target by two degrees of success ( a failure vs a hard success for example), the time increases to 1d6 hours. If the caster successes by three degrees of success, the time increases to 1d6 days. If the target is under the effect of this spell for at least one hour, the caster can decide if the dream like state is restful or a nightmare. If the caster chooses nightmare, the target must make a SAN check at the end (1/1d6). The target of this spell will not have any memory of the spell being cast or how they got to their destination.

Alternative names: Restful Travel, Terrifying Transportation, Sailor Mind Blank

thoughts?

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