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The Demented One
2006-01-24, 10:17 PM
Dream Seed
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, DF
Casting Time: 1 Day
Range: Personal
Targets: You
Duration: Until you die, then Instantaneous

This spell transfers a shard of your mind to the Plane of Dreams, where it gradually begins absorbing dreamstuff into itself.
Upon completion of the spell, you must have some link to the Plane of Dreams, to "plant" the dream seed there. This could be done in many ways: actually being on the Plane of Dreams, having an open Gate to the Plane of Dreams, or being connected with a creature on the Plane of Dreams by empathic link.

When you die, the rest of your mind is reunited with the dream seed, resurrecting you as a dream effigy--a ghost with the Dreamborn (See Hyperconscious) subtype. You come back with no loss of level, Constitution or prepared spells. Any effect that would prevent a true ressurection from raising you prevents this, anything else doesn't.

While in dream effigy form, you may attempt to manifest ethereal forms of any item on your physical body. Doing so takes 1 minute per 1,000 gp of the items worth, and requires a Concentration check with a DC of 10 plus the caster level of the item (for mundane items, the DC is 10.) The manifested item remains for 1 hour/caster level, after which it dissipates. That particular item can't be re-manifested for 24 hours. You may have manifest a number of items equal to your caster level at any time.

As a free action, you may choose to dismiss the spell, destroying your dream effigy form and any ethereal items you have manifested, and sending your soul on its journey to the afterlife. However, this also allows you to be ressurected in to your material body.

Material Component
An ethereal ruby, worth 25,000 gp.

Dream Vortex
Transmutation
Level: Wiz/Sor 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 caster levels)
Targets: One primary target, plus one secondary target/level
Duration: 1 round/level, see text (D)
Save: Will half, Will negates, and Will negates, see text
SR: Yes

This spell creates a vortex of dream energy that tears a being's very mind asunder. This spell affects a primary target, dealing 1d6 points of damage per caster level, max 15d6, and 1d4 points of Wis damage, both of which are halved with a successful Will save, during the first round.

On subsequent rounds of the spell's duration, the primary target continues to serve as the center of the spell's effect, but only takes damage as a secondary target (see below).

In the next round, the dream vortex spreads to up to 1 creature/level within thirty feet of the primary target that faila a Will save. In that round, and each subsequent round, all secondary targets take 1d6 points of damage per two caster levels, max 7d6 and 1d2 points of Wis damage, negated by a successful Will save.

Record Dream
Transmutation
Level: Brd 0, Sor/Wiz 0, Clr 0, Drd 0, Pal 1, Rng 1
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 8 Hours, then Permanent

This spell, when cast, transform a small gem into a record of your dreams. In order for it to record your dreams, it must remain in contact with you for the duration of the spell, and you must be asleep.

Once the spell's duration expires, it all has gone well, the gem becomes a permanent record of your dream. Anyone touching the gem knows its purpose, and may choose to view your dream. Viewing 1 hour of the dream stored on the gem takes 10 minutes.

Focus:
A clear gem worth 10 gp.

Dreamwalking
Conjuration (Teleportation)
Level: Wizard/Sorcerer 6
Components: V, S
Casting Time: 1 standard action
Range: Unlimited
Target: You and touched objects or other touched willing creatures
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You can enter the dreamscape of any sleeping creature and pass any distance to the dreamscape of another sleeper in a single round, regardless of the distance separating the two. The destination sleeper need not be familiar to you. If you are uncertain of the location of a dreamer, you need merely designate direction and distance and the dreamwalking spell moves you as close as possible to the desired location. If a particular destination sleeper is desired but is not asleep or alive, the spell fails and you are ejected from the entry dreamscape.

You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

The destruction or waking of an occupied dreamscape's dreamer slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the dreamscape.


Seal Dreams
Enchantment [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: One day (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

For the duration of the spell, the subject loses the ability to dream. He is still capable of having restful sleep, but spells and powers that make use of dreams, such as the dream spell or the dream travel power, will not work on him. Any effect that would cause him to enter the Plane of Dreams is similarly nonfunctional.

Locate Dream
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Target: One dreamscape and its dreamer
Duration: Instantaneous

Upon casting you spell, you describe the events and imagery of a dream, as broadly or specifically as you like. This spell then gives you a glimpse of all dreams currently being dreamt containing these events or images, as well as the location of their dreamers.

Body of Dreams
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You temporarily replace your body with an effigy of dreamstuff, whose physical power is determined by your own force of will. For the duration of this spell, your Str, Dex, and Con scores become equal to your Cha score. In addition, you gain the dreamborn subtype.

Glyphs of Mind's Dreaming
Divination
Level: Sor/Wiz 5
Components: V, S, M, XP
Casting Time: 60 minutes
Range: Personal
Target: You
Duration: Instantaneous

This incantation contacts one of the most knowledgable glyphkeepers in
the dreaming: The Glyphkeeper of Mind's Dreaming, who knows all secrets ever dreamed of. He will answer the caster's questions--but he can only stay for a limited time.

To call the Glyphkeeper, the caster must first scribe a circle of glyphs. He may scribe any number of glyphs no greater than his caster level times ten, but each has a material and XP cost.

Once the spell has been cast, the Glyphkeeper appears in the circle. His exact appearance depends upon what the caster expects him to look like, but to most, he appears as a tall, elderly figure, surrounded by tomes and grimoires.

The Glyphkeeper truthfully answers any questions it is asked. Its answers are clear and fairly specific, if somewhat terse. The caster may well appreciate such concise answers, because one of the glyphs scribed in the circle fades away with each word the Glyphkeeper speaks—and when all the symbols are gone, the Glyphkeeper disappears.

Material Component
A circle of glyphs. Each glyph takes 1 minute to scribe, and requires special inks worth 10 gp.

XP Component
10 XP for glyph scribed.

Glyphs of Heart's Dreaming
Divination
Level: Sor/Wiz 1
Components: V, S, M.
Casting Time: 5 minutes
Range: Personal
Target: You
Duration: Instantaneous

This incantation contacts one of the lesser glyphkeepers of
the dreaming: The Glyphkeeper of Heart's Dreaming, who knows the secret hearts of all dreamers. He will answer the caster's questions--but he can only stay for a limited time.

To call the Glyphkeeper, the caster must first scribe a circle of glyphs. He may scribe any number of glyphs no greater than his caster level times three, but each has a material cost.

Once the spell has been cast, the Glyphkeeper appears in the circle. His exact appearance depends upon what the caster expects him to look like, but to most, it appears as a beautiful androgyne in finely styled clothing.

The Glyphkeeper imparts you with knowledge of the secret emotions of one being you name. This bonus gives you an insight bonus on all Cha checks made to influence the named creature equal to the number of glyphs scribed.

In theory, you may keep this knowledge forever, however, it is eager to escape your mind, and return your dreaming. Each day, you must make a Wis check, with a DC equal to the named creature's HD + 10, or forget the secrets learned and lose the insight bonus until you next cast the spell.

Material Component
A circle of glyphs. Each glyph takes 1 minute to scribe, and requires special inks worth 5 gp.

The Demented One
2006-01-24, 10:18 PM
Lesser Dreamstone
Lesser Dreamstones are minor artifacts of great power. They are gemstones from the Plane of Dreams, and hold tremendous power.

Each Lesser Dreamstone is tied to a Dream Skerry, a sort of demiplane within the Plane of Dreams. Dream Skerries are like normal dreamscapes, but they are formed and shaped by a dreamstone, rather than a dreamer. They are neither impermanent nor morphic like the Plane of Dreams, and generally have their own unique set of traits.

The wielder of a Lesser Dreamstone gains access to much power over it. Firstly, a Lesser Dreamstone has all the powers of a Dream Ruby. Furthermore, as a standard action, he may plane shift to the Dream Skerry tied to the stone, and as a move action, he may teleport to any point in the Skerry he knows of. He may shape the Skerry as if it were highly morphic.

Should a Lesser Dreamstone be destroyed, the Skerry tied to it is doomed. Within 1d6 days, it is completely destroyed. All natives of the Skerry are reabsorbed into the Plane of Dreams, while visitors are ejected into the Dreamheart.

There are currently 12 known dream stones. A brief description of each, and their Skerry, is given below.

The Porpentine is a pink gem, set in a necklace of spun silver. It is tied to The Land, a realm of fantasy much like the Material Plane of Faerun. The Porpentine, and the Land, have been corrupted by a Being of Dream, a nightmare of great power who rules over half of the Land. Within her domain, she may suppress or block the power of the Porpentine.

Ravenheart is a massive, fist-sized black gem. It is tied to Mournkeep, a dreary Skerry filled with little more than mists and black sand. In the past, Mournkeep was a wholly different realm, but it was razed by a past holder of the Ravenheart after being left by one of his lovers. A new wielder of Ravenheart, however, could reshape Mournkeep to match his own desires.

Prophet's Sand is a sleek, luminous emerald. It is tied to the Dream Dome, a massive Skerry which has been built into a dream fortress. Within the Dream Dome, many ancient weapons and magics are held.

The Blind Eye is a foggy, semi-opaque gem, which appears filled with fog. It is tied to The Plaza of Many Ways, a cyclopean labyrinth of a Skerry.

Dreadhook is a small, red agate, set in a golden ring. it is tied to Mirrorgaze, a Skerry filled with floating mirrors. Each mirror in the Skerry is linked to a mirror elsewhere in the multiverse, and the holder of Dreadhook may use them to observe those within the reflection of their linked mirror.

Frangit was once a stone of unperiled beauty, but thousands of years ago, it was broken. It now resembles two stones, a sapphire and an emerald, broken into dozens of shards and then fused back together. It is tied to Deliria, an abstract Skerry full of swirling colors.

Stepstone is a thin, rectangular sapphire. It is tied to the Endless Stairway, a Skerry that is nothing more than an infinitely spiralling set of stairs. Those who move through the Stairway may come upon doors leading to the Plane of Dreams, other Skerries, or even more esoteric locales.

The Golden Key is a slender, golden gem, tied to the Platinum City. The Platinum City is a celestial kingdom, built upon an island floating in an empty void. The city's silver and platinum buildings are occupied by Aetherlings and Luminators, who happily serve good wielders of the Golden Key, and attack evil bearers of it.

Sandspark seems to be a single piece of sandstone, polished to a sun-like gleam. It is tied to Thessalian, a Skerry filled with nothing but paradisic beaches. The sun always shines, the sea is always a radiant sapphire blue, and nothing ever goes wrong. It is, in short, the ultimate vacation.

True Violet is a small, brilliant amethyst, set in a thin gold ring. It is tied to the Tower of Shadows, a large tower built of luminous, violet stone--the only illumination in a sunless Skerry. The tower is filled with powerful magic of both light and darkness.

The Unseen Seal is a thick, disc-shaped diamond. It is so clear as to be nigh-invisible. It is tied to The University, a massive college of the arcane, stocked with limitless tomes and grimoires of magic.

Anon is a small, nondescript piece of amber. It is tied to The Tomb of the Unknown, a small Skerry whose only landmark is the tomb of an unnamed being. Both stone and Skerry serve as memorials to this being, long forgotten by the mortal races. Altering it is frowned upon by the dreamlords.

Other lesser dreamstones, but they are undiscovered as of yet.

Strong Conjuration, CL 20th.

Major Dreamstone
This major artifact is essentially the sum of all lesser dreamstones. It functions as a lesser dreamstone tied to each and every Skerry there is. It provides all of the abilities of a lesser dreamstone, and may be used to affect any Skerry.

In addition, it has power of the Lesser Dreamstones. Its wielder may, as a standard action, destroy any Lesser Dreamstone he knows of, with no save. In addition, he may recreate a Lesser Dreamstone that has been destroyed. If this is done before the stone's Skerry is destroyed, the proccess of destruction is halted.

Strong Conjuration, CL 35th.

Pillow of the Void
Anyone who sleeps upon this pillow is incapable of dreaming, as if they were under the effect of a Seal Dreams spell.

Faint Enchantment, CL 5th. Craft Wondrous Item, Seal Dreams. Price 2,000 gp. Cost 1,000 gp + 80 xp.

Pouch of Sleep-Sand
A pouch of sleep-sand appears to be nothing more than a simple belt pouch, filled with mundane sand. However, it is much more. It carries an inexhaustable supply of this sand, and, furthermore, this sand may be used by the pouch's bearer to cast Deep Slumber at will.

Moderate Enchanment, CL 7th. Craft Wondrous Item, Deep Slumber. Price 42,000 gp. Cost 21,000 gp + 1,608 xp.

Oneiromantic Helm
These helms appear to be carved from bone--and indeed, they are forged from the skeletons of fallen dreamlords. They come in three varieties: the first grants its bearer a +2 enhancement bonus to Cha and Wisdom and a +1 deflection bonus to AC while in the Plane of Dreams. The second grants its bearer a +4 enhancement bonus to Cha and Wisdom and a +3 deflection bonus to AC while in the Plane of Dreams, while the third and final type grants its wearer a +6 enhancement bonus to Cha and Wisdom, +5 deflection bonus to AC, and a +1 bonus to caster level while in the Plane of Dreams.

Strong Illusion, CL 10th. Craft Wondrous Item, creator must have the dreamborn subtype. Price 4,500 gp (Type I), 24,000 gp (Type II), or 100,000 gp (Type III). Cost 2,250 + 180 xp (Type I), 12,000 gp + 960 xp (Type II) or 50,000 gp + 4,000 xp (Type III).

Dream Ruby
A dream ruby is a lesser version of the already weakened Lesser Dreamstones. It grants its wielder a minor degree over control over dreams. When sleeping, his dreams are always lucid. In addition, he may alter the planar traits of the Plane of Dreams within 100 feet of him by concentrating for ten minutes. He may alter the morphic, elemental, energy, alignment, and magic traits of the plane.

Strong Illusion, CL 20th. Craft Wondrous Item, Dream. Price 50,000 gp. Cost 25,000 gp + 2,000 xp.

Nightmare Weapon
Nightmare is a special property that can be added to any weapon. Once per day, its wielder may have a creature struck by the weapon have terrible nightmares the next time he sleeps, as the Nightmare spell, unless he makes a Will save.

Moderate Illusion, CL 9th. Craft Magic Arms and Armor, Nightmare. Price +3 bonus.

The Demented One
2006-01-24, 10:18 PM
Dreamhaunt
Size/Type: Medium Outsider (Incorporeal, Dreamborn)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 13 (+1 Dex, +2 deflection), touch 13, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +5 melee (1d6)
Full Attack: Incorporeal touch +5 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Dreamh haunting, incorporeal traits, dream sealed, dreamborn traits, telepathy 100 ft.
Saves: Fort +5, Ref +5, Will +6
Abilities: Str Ø, Dex 13, Con 12, Int 15, Wis 14, Cha 15
Skills: Bluff +6, Concentrate +5, Diplomacy +6, Intimidate +6,
Listen +6, Sense Motive +6, Spot +6
Feats: Ability Focus (Dream Haunting), Ability Focus (Deep Slumber)
Environment: Any but the Plane of Dreams
Organization: Solitary or nightmare (3-6)
Challenge Rating: 3
Treasure: Half standard
Alignment: Any Neutral
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: -

Dreamhaunts are minor creatures of Dream, trapped on the Material Plane as punishment for their betrayal of a powerful Lord of the Plane of Dreams aeons ago. They wander the multiverse now, reduced to little more than simple predators. They come upon dreamers--or put those awake to sleep, using their magic--and then begin to haunt their dreams, preying on the subconscious fears of their victim.

Though Dreamhaunts are native to the Plane of Dreams, they are unable of travel there. Thus, spells like Dismissal and Banishment are ineffective against them.
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Dream Haunting (Su)
If a Dreahaunt comes across a sleeping creature, it may attempt to haunt the creature's dreams. Doing so requires it to be within five feet of the target for an hour, though it may take other actions during the hour.

At the end of the hour, the victim must make a DC 16 Will save or be awakened. If awakened, that hour of sleep does not count as restful for purposes of preparing spells or regaining power points, and the creature is shaken for 1d6 minutes.

Spell-Like Abilities (Sp)
At will--Dancing Lights, Ghost Sound (DC 14), Sleep (DC 14). 1/day--Deep Slumber (DC 16). DC's are Cha based.

Dream Sealed (Su)
Dreamhaunts are forbidden from the Plane of Dreams, as if under the constant effect of the Dream Seal spell.

Note: Psionic Dreamhaunts
Some Dreamhaunts possess psionic, rather than magic, power. They are exactly like standard dreamhaunts, except that they have the psionic subtype, and, in place of their spell-like abilities, they have the following psi-like abilities:

At will--Control Light, Create Sound, Mindlink. 1/day--Brain Lock (DC 15). DC's are Cha based.

In addition, they have the Ability Focus (Brain Lock) feat in place of the Ability Focus (Deep Slumber) feat.

Dreamwight
Size/Type: Medium Outsider (Extraplanar, Dreamborn)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Tentacle +6 melee (1d6+2) or bite +6 melee (1d8+3)
Full Attack: 4 tentacles +6 melee (1d6+2) or bite +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Confusing gaze, improved grab, eat dreams
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: Ability focus (confusing gaze), improved natural attack (tentacle)
Environment: Plane of Dreams
Organization: Solitary, pair, or nightmare (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Any neutral
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: —

Aeons ago, the race of Dreamhaunts rose up against the Dreamlords, masters of the Plane of Dreams, for control of the plane. Thanks to a cunning scheme and a bargain with the forces of Hell, they were nearly able to do so. Were it not for a few dreamhaunts that remained loyal to the dreamlords, they would have succeeded. As it was, they were defeated by the dreamlords and loyal dreamhaunts, stripped of their corporeality and sent into exile. Those dreamhaunts who had remained loyal to the dreamlords were infused and strengthened with dreamstuff, being remade as the dreamwights.

Dreamwights appears to be large orbs of shimmering, rainbow colors. Four long, luminous tentacles extend from their body, surrounding a central mouth.
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Confusing Gaze (Sp)
Confusion for 1d6 rounds, 30 feet, Will DC 15 negates. The save DC is Charisma-based.

Improved Grab (Ex)
To use this ability, a dreamwight must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Eat Dreams (Su)
A dreamwight devours the dreams of a grabbed foe, dealing 1 point of Wisdom damage each round it maintains the hold.

Note: Psionic Dreamwights
Some Dreamwights possess psionic, rather than magic, power. They are exactly like standard dreamwights, except that they have the psionic subtype, and their Confusing Gase is a psi-like, rather than spell-like, ability.

Aetherling
Size/Type: Medium Outsider (Dreamborn, Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative:
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 30 (+5 Dex, +15 natural), touch 15, flat-footed 25
Base Attack/Grapple: +12/+16
Attack: 2 Slams +20 melee (1d6+7)
Full Attack: 2 Slams +20 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, pure dreaming
Special Qualities: Damage reduction 20/magic, darkvision 60 ft., low-light vision, immunity to electricity, sonic, and mind-affecting effects, spell resistance 3
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 18, Dex 20, Con 18, Int 18, Wis 18, Cha 22
Skills: Concentration +19, Diplomacy +23, Escape Artist +21, Hide +21, Intimidate +21, Listen +21, Move Silently +21, Sense Motive +19, Spot +21,
Feats: Ability focus (pure dream), ability focus (nightmare), weapon focus (slam), fly-by attack
Environment: Plane of Dreams
Organization: Solitary, pair, or inspiration (3-5)
Challenge Rating: 12
Treasure: No coins; double goods; standard items
Alignment: Any neutral
Advancement: 13-18 HD (Medium); 19-36 HD (Large)
Level Adjustment: +7

Aetherlings are the architects--and guardians--of dreams. They appears as great columns of many-colored fire, often found lurking on the fringes of mortal dreamscapes. They are the weavers of these dreamscapes, the binders of image and memory into dream. They are normally peaceful servitors, but if they or their work is attacked, they will respond with all-out attack.

Aetherlings understand all languages, but rarely speak.
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Spell-Like Abilities (Sp)
At will—color spray (DC 18), deep slumber (DC 18), dispel magic, dream, dream seed, dreamwalking, insanity (DC 23), major image (DC 19), mirror image, nightmare (DC 23), phantasmal killer (DC 20), rainbow pattern (DC 20) 1/day--weird (DC 25). Saves are Cha based.

Pure Dreaming (Su)
The aetherling's body is composed of pure dream, which strengthens its natural attacks. It gains a +3 enhancement bonus on all attack and damage rolls it makes with its slam attack. In addition, any creature hit by its slam attack must make a DC 24 Will save or fall to sleep for 1d6 minutes. The save is Cha based. The aetherling chooses what dreams the creature has during this time.

Any creature that hits the Aetherling with a touch attack, unarmed attack, or natural attack must also save or go to sleep.

Note: Psionic Aetherlings
Some aetherlings possess psionic, rather than magic, power. They are exactly like standard aetherlings, except that they have the psionic subtype, and, in place of their spell-like abilities, they have the following psi-like abilities:

At will—brain lock (DC 18), cloud mind (DC 18), control sound, dispel psionics, dream travel, energy ray (DC 17), mind seed (DC 24), psionic dream, psionic insanity, psionic moment of prescience, psionic nightmare (DC 23), schism. 1/day--microcosm.

In addition, they have the Ability Focus (Psionic Nightmare) feat in place of the Ability Focus (Nightmare) feat.

Dreamlord
Size/Type: Huge Outsider (Dreamborn, Extraplanar)
Hit Dice: 20d8+280 (370 hp)
Initiative: +1
Speed: 60 ft. (12 squares), fly 100 ft. (perfect)
Armor Class: 50 (-2 size, +7 dex, +30 natural, +5 deflect), touch 20, flat-footed 43
Base Attack/Grapple: +20/+44
Attack: 2 slams +35 (2d6+15)
Full Attack: 2 slams +35 (2d6+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/epic, darkvision 60 ft., spell resistance 32, energy resistance acid 20, fire 20, cold 20, electricity 20, sonic 20, fast healing 20, invoke greater dreamstone, vestment of dreams, pure dreaming
Saves: Fort +26, Ref +13, Will +24
Abilities: Str 20, Dex 24, Con 39, Int 21, Wis 34 (28 base), Cha 50 (44 base)
Skills: Bluff +39, Concentration + 34, Diplomacy +41, Intimidate +41, Knowledge (Arcana) +29, Knowledge (History) +29, Knowledge (The Planes) +29, Listen +36, Perform (Storytelling) +39, Profession (Dream Interpreter) +36, Spellcraft +31, Spot +36, Survival +12 (+14 on other planes).
Feats: Ability focus (pure dreaming), arcane mastery, quicken spell-like ability (dream vortex), empower spell-like ability (dream vortex), maximize spell-like ability (dream vortex), ability focus (dream vortex), fly-by attack
Epic Feats: Tenacious magic (astral projection)
Environment: Plane of Dreams
Organization: Solitary
Challenge Rating: 21
Treasure: Double standard plus Vestment of Dreams
Alignment: Any neutral
Advancement: By class level

Dreamlords are the undisputed rulers of dreaming. They are creations of the collective unconsciousness of all living things, primal archetypes and stories made flesh. They oversee all dreaming, ensuring that all living things have a dreamscape to revel--or cower--in each night.

A Dreamlord has complete control over his physical form. In their natural shape, they appear as titanic figure, robed in night black and pale of skin. Their form is slightly different to all who gaze upon them, as they conform to each creature's expectation of what they look like.
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Spell-Like Abilities (Sp)
At Will--body of dreams, deep slumber, dream, dream seed, dreamwalking, dream vortex (DC 35), greater dispel magic, legend lore, locate dream, nightmare (DC 32), phantasmal killer (DC 31), plane shift, seal dreams, shapechange. 3/day--etherealness, weird (DC 36), wish. 1/day--astral projection, gate. Caster Level 22nd. DCs are Cha based.

Invoke Greater Dreamstone (Su)
By meditating for ten hours, a dreamlord may call the Greater Dreamstone (see below) to itself. As long as the dreamlord holds the stone, it may not be taken from him by any means. Once he relinquishes his hold on it, however, it returns from whence it came--most of the time, it is kept in the Palace of True Dreaming, the stronghold of the dreamlords in the Dreamheart. A dreamlord can retain the greater dreamstone for any amount of time, but most choose not to use for more than a few minutes at a time, and even then, only in the most desperate of situtations.

Vestments of Dream
All dreamlords carry vestments of dream, three items--generally a pouch of sleep-sand, an oneiromantic helm type III, and a dream ruby, each with a caster level of 20th. Some dreamlords may carry a different triad of items of a similar level of power. These items serve as marks of office, as well as a power source.

With only two of these three items, the dreamlord may not use his spell-like abilities usable once a day, may only use his spell-like abilities normally usable thrice per day once per day, and may only use his spell-like abilities normally usable at will thrice per day. With only one, the dreamlord may not use his spell-like abilities usable once or thrice a day, and may only use his spell-like abilities normally usable at will once per day. Without any items, he may not use his spell-like abilities at all.

Pure Dreaming (Su)
The dreamlord's body is composed of pure dream, which strengthens its natural attacks. It gains a +10 enhancement bonus on all attack and damage rolls it makes with its slam attack. In addition, any creature hit by its slam attack must make a DC 42 Will save or fall to sleep for 1d6 days. The save is Cha based. The dreamlord chooses what dreams the creature has during this time.

Dream Wyvern
Size/Type: Gargantuan Dragon (Dreamborn)
Hit Dice: 13d12+52 (130 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 21 (-4 size, +15 natural), touch 6, flat-footed 21
Base Attack/Grapple: +13/+30
Attack: Sting +22 melee (2d6+13 plus mental poison) or talon +22 melee (2d6+13) or bite +22 melee (2d8+13)
Full Attack: Sting +22 melee (4d6+13 plus mental poison) and bite +20 melee (4d8+13) and 2 wings +20 melee (3d8+11) and 2 talons +20 melee (4d6+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, mental poison, improved grab
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +11, Ref +5, Will +6
Abilities: Str 37, Dex 10, Con 19, Int 6, Wis 12, Cha 16
Skills: Hide +6, Listen +3, Move Silently +6, Spot +6
Feats: Ability Focus (breath weapon), Alertness, Flyby Attack, Hover, Power Attack,Multiattack (B)
Environment: Plane of Dreams
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Any neutral
Advancement: 14-21 HD (Gargantuan)
Level Adjustment: —

After the dreamhaunt rebellion, the dreamlords set out to find for themselves powerful guards, beings who could defend them from any attack. The first such servitors were the dream wyverns. They were once normal dragons, but, through a bargain with the dreamlords, they received both great power, and a home in the Dreamheart.
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Breath Weapon (Su)
A dream wyvern can breathe out a 60 ft. cone of pure dreamstuff. All creatures caught in it must make a DC 19 Will save or be confused for 1d6 rounds. The save is Cha-based. The dream wyvern must wait 1d2 rounds before using this ability again.

Improved Grab (Ex)
To use this ability, a dream wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.

Mental Poison (Ex)
Injury, Will DC 17, initial and secondary damage 2d6 Wis. The save DC is Cha-based.

Skills
Dream Wyverns have a +3 racial bonus on Spot checks.

Dream Griffon
Size/Type: Huge Magical Beast (Dreamborn)
Hit Dice: 16d10+128 (205 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (clumsy)
Armor Class: 18 (-3 size, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +7/+15
Attack: Bite +17 melee (4d6+12)
Full Attack: Bite +17 melee (4d6+12) and 2 claws +14 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 3d6+10
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 34, Dex 11, Con 24, Int 5, Wis 13, Cha 16
Skills: Jump +19, Listen +9, Spot +13
Feats: Iron Will, Multiattack, Weapon Focus (bite), Flyby Attack, Hover, Ability Focus (Nightmare Claws)
Environment: Plane of Dreams
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 8
Treasure: None
Alignment: Any neutral
Advancement: 17-21 HD (Huge)
Level Adjustment: -

Once the dreamlords had acquired the dream wyverns as allies, the sent a delegation to the griffins. The noble lion-eagles were remade as great flying warriors of dream, loyal servants and mounts of the dreamlords.
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Pounce (Ex)
If a dream griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +13 melee, damage 1d6+10.

Nightmare Claws (Sp)
Any creature struck by the dream griffon's rake attack must make a DC 23 Will save or be afflicted with nightmares, as the Nightmare spell with a caster level of 16th. The DC is Cha based.

Skills
Dream Griffons have a +4 racial bonus on Jump and Spot checks.

Varen_Tai
2006-01-25, 12:59 AM
Cool stuff! I can tell by this and by your avvy that you're a Neil Gaiman's Sandman fan. Bravo, wonderful series. :)

SilverElf4
2006-01-25, 04:26 PM
Heroes of Horror has a section on Oneiromancy with several spells (and I think even a clerical domain).

I wasn't sure if you were adding onto that material or not, but given the work you put into these I figured I would offer it up in case someone was more curious on the subject.

The Demented One
2006-01-25, 10:11 PM
Added in a few more Lesser Dreamstones/Skerries, as well as a new monster, the Aetherling.

The Demented One
2006-01-27, 10:44 PM
Added in a few new items, as well as the Dreamlord and Dreamwight.

The Demented One
2006-01-29, 01:32 AM
Spells, monsters, and items added, blah blah blah.

Corestimah
2006-01-29, 02:05 AM
What traits (if any) does the Dreamborn subtype confer?

The Demented One
2006-01-29, 02:45 AM
Err...not sure I can say, as it's non-OGL. However, it definantly doesn't give them a 20% miss chance ;)

Premier
2006-01-29, 07:21 AM
Since it's a very small amount of information and since you'd be giving it for non-commercial purposes, it would most likely fall under the Fair Use clause of copyright law. Of course, there is a forum rule that forbids posting non-OGL content, so don't do it, but technically speaking, it wouldn't be illegal.


On another note, have you ever considered turning the Sandman universe into a whole "setting" of its own, possibly using d20 modern or somesuch, rather than just meshing it into 3E?

Darkie
2006-01-29, 08:14 AM
I confess, I read the first spell, and then my eyes glazed over.

That first spell is neat though, but I have to ask - how are casting spells handled? Or is that in the referenced template?

Make for a nifty BBEG spell, certainly ;)

The Demented One
2006-01-29, 12:08 PM
Presumably, a ghost can cast spells just as a normal person could. The template is really no different from the ghost template, except that it also adds the dreamborn subtype.

Corestimah
2006-01-29, 08:01 PM
Well I like your thread 8) I might even incorporate it into an Eberron campaign; after Dal Quor imploded and reformed, this stuff would exist, and the region of dreams would be a far more accessible and mysterious plane ;)
BTW, would it still be forbidden for you to PM me the dreamborn stats?

The Demented One
2006-01-31, 08:28 PM
Probably so. However, if you can read between the lines in what I've said previously, you'll find all you need to know. ;)

Corestimah
2006-02-13, 11:45 PM
Ah well. Maybe I'll buy the book (if I can find it ;)).
Again, great ideas. One question though; how/where did you come up with the name Skerry?

The Demented One
2006-02-14, 12:33 AM
I didn't make it up, it's from The Sandman.