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.
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.