| ohako |
Hi there. Was poking around the other day, and the dream spell made me sad. It's not a bad little spell, really, but it's so limited! There's nightmare, which is sorta okay at an offensive dream, but still a little weak.
Things I want to do with a dream spell
a) two-way communication, or mind probing, a la Inception
b) spell-tagging extras (such as good hope, heroism, and augury)
c) artistic expression, not just communication
d) maybe viewing the dreams of odd things, like rocks or trees. Not really any better than speak with plants, I suppose.
My basic question is: would it be a spell, or a prestige class feature? And if spell, what level/kind?
What level of spell would allow for two-way dreamtalking with another subject? Since this would allow better social skills to be used, would there be a penalty or bonus given to the spellcaster or dreamer?
What level of spell would allow for tagging extra effects onto the dream, a la the PrC pathfinder chronicler? (You could tag an augury into a dream, and the dreamer could remember the dream and get an augury effect at sometime the next day)
What level of spell would allow a caster to artistically express him or herself in the context of a dream? Such that a bard could use class abilities in the dream. This sounds like more of a prestige class ability than a spell, really.
Obviously Perform(dreamweaving)
a) can't be taken unless the user has a consistent way of making dreams (so, someone who can cast dream or a dreamspeaker elf)
b) has really huge limitations in regards to earning money while busking (unless there's a cool alternate class feature called 'provoke daydream' instead of 'fascinate', I dunno)
c) what are the skills that a user with the versatile performance class feature can sub for Perform(dreamweaving)? I'm guessing Craft(painting) and Craft(composing).
| Malachi Tarchannen |
Randy Bowers, who runs the World of Sulerin, has a number of dream related spells on his website:
Dream...World of Sulerin
I have also been interested in exploring the "Region of Dreams" or "Dreamscape" as detailed in the Manual of the Planes by WotC.
I'm working on a core class called a "dreamwalker" (since "dreamweaver" would drive everyone to sing that song by REO Speedwagon).
Anywho, here's a summary:
DREAMWALKER
“There’s a place we’ve all visited now and again, a place that we’ve all seen, and yet we can never quite remember how we got there. But I remember; I know the path, and I’ll take you there if you like. In your dreams…”
Its design includes casting spells from the wizard spell list, but being barred from the school of Necromancy. In exchange, it has access to the secretive school of Oneiromancy. Class features include being able to see and control people’s dream while the dreamwalker sleeps, being able to travel to the Region of Dreams in his sleep, and interacting on a limited basis with the real world via dreams. Eventually, he can do all this while he’s awake.
Borrowing a LOT of ideas from Wheel of Time, and merging this with the Dreamscape plane in Manual of the Planes…and I think there was a Dragon article (or two) about this as well…and bits scattered throughout several other sourcebooks.
Hit Die: 1d4.
BAB: As wizard.
Saves: Good Fort & Will.
Spells: As wizard.
Starting Gold: As wizard.
Armor and Weapon Proficiencies: Probably as wizard.
Prerequisites: To take levels in dreamwalker, the character must have had either a very horrific nightmare or euphoric dream, or he must have had a visitation by any type of outsider or another dreamwalker in his dreams. Afterwards, he must have studied under a dreamwalker for at least one year.
GAME RULE INFORMATION:
Region of Dreams: a demiplane of alternate realities (see Manual of the Planes and Wheel of Time sourcebook). Ideas borrowed heavily from WoT “Tel’aron’rhiod.” Can manipulate objects for brief moments – cannot see people unless they’re also in the Region of Dreams or are having a dream about that particular locale. You can make yourself look or have what you want, but control of surroundings is limited.
You always must Concentrate: failure can wake you up or trap you there. Any damage you take while in Region of Dreams is NOT evident on your sleeping body, but the damage is definitely real. Very much distress can leave you fatigued or exhausted in the morning.
Dreams are dreams…but occasionally a dreamer enters the Regions of Dreams…doesn’t know it, though.
Code of Conduct: Dreamwalkers are a secret society (something like that), and they have a code of conduct, detailing what a dreamwalker must and must not do in the Region of Dreams. Violation of that can cause them to be hunted, slain, stripped of abilities, etc.
Dreamwardens: These are epic-level dreamwalkers (even petitioners of the Region of Dreams) who patrol the Region of Dreams and enforce the Code of Conduct.
Monsters: There are both good and bad monsters in the Region of Dreams…the stuff of everyone’s nightmares and fanciful dreams.
Dreamwalk: 1st lvl: Enter Region of Dream (his own) while asleep.
Dream Knowledge: 2nd lvl: Interpret meaning of dreams (his own or others as relayed). Some base chance + a percentage/level. May or may not have any significance (per DM).
Dreamtravel: 3rd lvl: Go long distance with each “step”…longer with higher levels. Go places in your dreams (must be a place you’ve actually seen or heard about, but you can go there by dreaming of going there)
Dream Control: 4th lvl: Make things happen as you want in the Region of Dreams (limited control at first; expanding with higher levels).
Dream Recall: 4th lvl: Remember dreams according to base chance + %/level…or maybe a Concentration check.
Dreamshield: 5th lvl: Protects you from dreamscoping (and certain spells that do this unwittingly)
Dreamscope: 6th lvl: Enter someone else’s dreams to view. There is a chance of “forgetting” it’s a dream and getting stuck there until they wake up.
Dreamspell: 7th lvl: Cast spells in dreams that have effects only Region of Dreams.
Dreamtrance: 9th lvl: Enter Region of Dreams while awake.
Dreamweave: 10th lvl: Shape the dreams of another (impart information, shape surroundings, make them dream a certain thing, etc.)
Greater Dreamwalk: 12th lvl: Take others into Region of Dreams (your dreams) with you while you’re asleep…like Astral Projection.
Dreamshift: 14th lvl: Physically enter Region of Dreams (like planeshift but with good accuracy)…self only.
Dream Reality: 16th lvl: Manipulate objects permanently.
Greater Dreamspell: 18th lvl: Cast spells in dreams that affect reality.
Dream Foreknowledge: 19th lvl: Dream about future events…highly symbolic…events MAY occur…possibility.
Greater Dreamshift: 20th lvl: Physically take others with you to Region of Dreams while awake.
It's quite in raw form...if anyone would like to take up the mantle and run with this, I'd be delighted to see what you came up with.
| Malachi Tarchannen |
Some spells that I've collected over the years pertaining to dreams/nightmares:
Arise
6
You control one creature's actions while it sleepwalks.
World of Sulerin
Bed Bug Bites
2
Sleeping target is covered with itchy bites that penalize all rolls for the next day.
Relics & Rituals II (pg. 88)
Cognition
1
Allows target to control his dreams.
World of Sulerin
Crystalline Memories
2
Swift. Read subject's surface thoughts, plus deal hit point & INT damage.
Complete Mage (pg. 100)
Daegan's Salubrious Slumber
3
Shortens amount of sleep required to obtain a full night's rest.
Lorenvale Campaign
Dawnburst
1
Illuminates creatures in 10-foot radius; damages light-sensitive creatures.
Complete Mage (pg. 101)
Deep Sleep
6
Puts 1d4 HD/lvl of creatures to sleep, from which only magic can wake them.
Relics & Rituals II (pg. 103)
Detect Dreams
2
See into another's dreams and learn the secrets of his past.
Relics & Rituals II (pg. 105)
Dolorous Motes
3
Creates clouds of flickering light that dazes creatures.
Book of Exalted Deeds (pg. 97)
Dream Casting
6
Alters subject's dreams to produce desired effect.
Spell Compendium (pg. 73)
Dream Lock
5
Targets fall into a debilitating, nightmarish sleep for 1 day/level.
World of Sulerin
Dream Sight
6
Your spirit can hear and see at a distance for 1 minute/level.
Spell Compendium (pg. 74)
Dream Speak
4
Allows two creatures to communicate with each other through dreams.
World of Sulerin
Dream Travel
7
You and others enter the Region of Dreams, a demiplane.
Manual of the Planes (pg. 202)
Dream Walk
4
Allows as many as eight subjects to enter a specific dreamscape.
Heroes of Horror (pg. 129)
Dream Ward
2
Protects target from spells while sleeping.
World of Sulerin
Dreamality
8
Subject's physical body is altered to match their dream persona's physique.
World of Sulerin
Dreaming Puppet
5
You control the physical body of a sleeping creature.
Heroes of Horror (pg. 129)
Dreamstealer
9
Target is affected by a Symbol of Weakness during periods of stress.
Spells & Spellcraft (pg. 21)
Ebon Eyes
1
Subject ignores miss chance due to dim illumination.
Spell Compendium (pg. 77)
Ectoplasmic Armor
1
Gain +5 armor bonus to AC (or more) against incorporeal attacks.
Spell Compendium (pg. 77)
Ectoplasmic Enhancement
6
Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, & +2 turn resistance for every 3 levels.
Book of Vile Darkness (pg. 93)
Ectoplasmic Feedback
2
Incorporeal attackers take 1d6 damage.
Spell Compendium (pg. 78)
Endless Slumber
6
Subject falls asleep and is not easily roused.
Complete Mage (pg. 103)
Eternal Rest
9
Subject falls asleep and dies peacefully.
Lorenvale Campaign
Feign Death
3
Makes one willing living creature appear dead.
Tome & Blood (pg. 89)
Fever Dream
5
Illusory vision fatigues or exhausts subject; makes spellcasting difficult.
Complete Mage (pg. 104)
Ghostform
8
You assume incorporeal form and gain some incorporeal traits & bonuses.
Spell Compendium (pg. 103)
Glimpse of Truth
3
You get an answer to one yes-no question.
Book of Vile Darkness (pg. 96)
Hiss of Sleep
7
One creature/level, regardless of HD, falls asleep.
Spell Compendium (pg. 114)
Horrific Aspect
6
Your visage becomes horrific, frightening creatures.
Spells & Spellcraft (pg. 28)
Illusory Feast
5
Amazing spread of food & drink makes creatures stop and eat.
Spell Compendium (pg. 120)
Illusory Pit
6
Creatures are stunned or knocked prone, believing they're falling.
Spell Compendium (pg. 120)
Luchard's Nocturnal Chores
4
Target sleepwalks and performs a programmed task.
World of Sulerin
Luchard's Sleeping Sight
2/3
View in your dreams a place you have physically visited.
World of Sulerin
Luchard's Somnolent Interaction
4
You observe the target's dreams & can control them.
World of Sulerin
Luchard's Somnolent Observation
1/2
You observe the target's dreams.
World of Sulerin
Luminous Swarm
2
Target takes 1d6 damage/round & takes 20% miss chance on attacks.
Complete Mage (pg. 110)
Maddening Whispers
8
Subjects become hysterical, panicked, have hallucinations, or fall into a stupor.
Spell Compendium (pg. 135)
Manifest Desire
4
Target's greatest desire appears before him.
Heroes of Horror (pg. 130)
Manifest Nightmare
4
Target's greatest fear appears before him, making him shaken or panicked.
Heroes of Horror (pg. 130)
Mass Whelm
4
Deals 1d6 nonlethal damage per level to many creatures.
Player's Handbook II (pg. 128)
Melf's Slumber Arrow
4
Your arrows cause target to fall asleep for 1 hour.
Complete Mage (pg. 110)
Nether Trail
1
Creates a trail that compels evil outsiders to follow.
Book of Vile Darkness (pg. 99)
Nightmare Terrain
4
Creates patch of illusory terrain that hinders foes & allows you to hide.
Complete Mage (pg. 111)
Phantasmal Assailants
2
Creates nightmarish images that drain Wisdom.
Spell Compendium (pg. 154)
Phantasmal Strangler
3
Nightmare grapples and strangles one foe.
Complete Mage (pg. 113)
Plague of Nightmares
8
Subject has demonic dreams, takes 1d4 Cha damage each day and cannot heal.
Book of Vile Darkness (pg. 100)
Prickling Torment
3
Target is sickened & takes damage whenever he acts.
Complete Mage (pg. 113)
Programmed Amnesia
9
Destroy, alter, or replace memories in target creature.
Spell Compendium (pg. 162)
Reality Blind
3
Subject can take no actions and afterward does not heal naturally.
Book of Vile Darkness (pg. 101)
Restful Slumber
1
Target sleeps soundly without nightmares.
Heroes of Horror (pg. 132)
Sleep Mote
5
Dust devil of magic sand puts foes to sleep.
Sandstorm (pg. 121)
Snare Astral Traveler
6
Captures one astral traveler and holds it motionless.
Book of Vile Darkness (pg. 104)
Solipsism
7
Target loses touch with reality, believing everything around him is an illusion.
Spell Compendium (pg. 194)
Spirit Roam
9
Creates a remote image of you that can interact with its surroundings.
World of Sulerin
Spiritwall
5
Wall of wailing spirits causes fear; 1d10 damage and energy drain on contact.
Spell Compendium (pg. 203)
Starmantle
6/7
Cloak of stars destroys nonmagical weapons; Ref save for 1/2 dmg from magic weapons.
Book of Exalted Deeds (pg. 108)
Steal Sleep
1
Transfers need for sleep to target creature.
Relics & Rituals (pg. 116)
Symphonic Nightmare
7
Subject's sleep is haunted, denying him any benefits of sleeping.
Spell Compendium (pg. 218)
Whelm
1
Deals 1d6 nonlethal damage +1d6 per 2 levels above 1st.
Player's Handbook II (pg. 128)
Whelming Blast
2
Deals 1d6 nonlethal damage per 2 levels in a cone.
Player's Handbook II (pg. 128)