The Vorpal Tribble
2006-09-21, 08:47 PM
Sleepinglass
A sleeping glass appears as a large, elaborately crafted hourglass made of deepcrystal and darkwood. Within the lower section of crystal lies a mound of slumber sand (see Sandstorm, p. 26). The sleeping glass is said to have been made by a powerful psion studying the affects of the subconscious mind. It is said he delved too deeply and was unable to awake, that he remains permanently in a coma, his body neither aging or suffering from lack of food and drink.
The wielder of the glass instinctively detects the presence of sleeping creatures out to 100 feet, though cannot pinpoint their exact location.
All living creatures within 60 feet of the glass automatically become drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while in range of the sleeping glass.
Once per day, all those that sleep or meditate within 20 feet of a sleeping glass gain rest at an incredibly accelerated rate. For each hour they would normally require only a minute passes. This allows those in range to regain spells or powers requiring a good night's sleep and regain lost hit points as if they had just had a night of rest. While within this slumber those that sleep are in such an intensely deep state of unconsciousness that no known method besides death can awaken them. Not even a Wish spell or similiar spells and powers are capable of bringing them out of this sleep until their time is through. While the others rest, the sleeping glass goes out of phase with the time stream as the Temporal Acceleration power.
Alternatively, the wielder of the glass can cause all living creatures within 20 feet that are not immune to sleep to collapse into unconsciousness if they fail a DC 30 will save. Those that sleep do so very, very slowly, going more into a coma as their bodies and minds shut down. For each hour they would normally sleep instead takes a day. Those within heal at this new rate, and do not suffer from hunger or dehydration any more than they would normally during a night's sleep. These sleepers may be awakened by rigorous shaking or by taking any ammount of damage, though there is a great shock to their nervous system that deals 1d4 intelligence drain. The hourglass likewise shifts out of time.
The wielder of the glass can choose to be affected by the abilities above if he or she wishes.
Strong Telepathy; ML 20th; Weight 5 lbs.
A sleeping glass appears as a large, elaborately crafted hourglass made of deepcrystal and darkwood. Within the lower section of crystal lies a mound of slumber sand (see Sandstorm, p. 26). The sleeping glass is said to have been made by a powerful psion studying the affects of the subconscious mind. It is said he delved too deeply and was unable to awake, that he remains permanently in a coma, his body neither aging or suffering from lack of food and drink.
The wielder of the glass instinctively detects the presence of sleeping creatures out to 100 feet, though cannot pinpoint their exact location.
All living creatures within 60 feet of the glass automatically become drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while in range of the sleeping glass.
Once per day, all those that sleep or meditate within 20 feet of a sleeping glass gain rest at an incredibly accelerated rate. For each hour they would normally require only a minute passes. This allows those in range to regain spells or powers requiring a good night's sleep and regain lost hit points as if they had just had a night of rest. While within this slumber those that sleep are in such an intensely deep state of unconsciousness that no known method besides death can awaken them. Not even a Wish spell or similiar spells and powers are capable of bringing them out of this sleep until their time is through. While the others rest, the sleeping glass goes out of phase with the time stream as the Temporal Acceleration power.
Alternatively, the wielder of the glass can cause all living creatures within 20 feet that are not immune to sleep to collapse into unconsciousness if they fail a DC 30 will save. Those that sleep do so very, very slowly, going more into a coma as their bodies and minds shut down. For each hour they would normally sleep instead takes a day. Those within heal at this new rate, and do not suffer from hunger or dehydration any more than they would normally during a night's sleep. These sleepers may be awakened by rigorous shaking or by taking any ammount of damage, though there is a great shock to their nervous system that deals 1d4 intelligence drain. The hourglass likewise shifts out of time.
The wielder of the glass can choose to be affected by the abilities above if he or she wishes.
Strong Telepathy; ML 20th; Weight 5 lbs.