Spells that can be used as plot devices


3.5/d20/OGL


Hi folks,

I'm trying to put a character on a sort of vision quest, and before I pull a plot device completely out of thin air, I'm hoping that a spell or other game mechanic already exists that I might use. The weirder the better, as more inspiration is always welcome. Ideally, I'm hoping to find something that will send the character's awareness into another plane of existence or into some dream world, but leave his body alone.

The character in question is a dragon-themed cleric. That's not really important, but if that helps choose something thematically appropriate, so much the better.

Any ideas or inspiration would be appreciated. Thanks!


That would be "astral projection", a level 9 spell.

If you have Manual of the Planes, it also has a dream skill or feat (I do not remember which) with which you can travel in the Region of Dreams while dreaming.


Nightmare:

School: illusion (phantasm) [mind-affecting, evil]
Level: bard 5, sorcerer/wizard 5, alchemist 5
Casting Time: 10 minutes
Components: V, S
Range: unlimited
Targets: one living creature
Duration: instantaneous
Saving Throw: Will negates; see text
Spell Resistance: yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.

Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
*You must have some sort of connection to a creature of which you have no knowledge.
Connection will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.) Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.


A forced

Vision:

School: divination
Level: sorcerer/wizard 7, witch 7
Casting Time: 1 standard action
Components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
Range: personal
Targets: you
Duration: see text
This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.

Legend Lore:

School: divination
Level: bard 4, sorcerer/wizard 6, witch 6, inquisitor 6
Casting Time: see text
Components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
Range: personal
Targets: you
Duration: see text
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary," as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.


dream casting; sorc/wiz 6; Spell Compendium.

1hr casting lasts for 24 hours/level

Alternatively, 3.0 had a section in manual of the planes about the dream plane and lucid dreaming as a skill. It may be more what you're looking for.

And for really absurd...try Eberron's planar shepherd... of the dream realm. Yes, usually it's outright banned for silliness.


Are you looking for something the character would cast on him/herself or something that would happen outside the characters control? As a cleric, their deity could basic do whatever they want with the character in terms of visions/prophecy. If I were doing this sort of thing I would have the character not be aware that this is some sort of dream but rather have them think they have be transported somewhere and have them find out its a dream afterwards. That way the player would still think there is risk to their character and chance of dying is still real.

Grand Lodge

Dragon Magazine #287 had a pretty good article by Jeff Grubb about dream planes. It was written for 3.0 however, but the article has a greater fluff content than it does actual crunch...


You could adapt the Pathfinder's lesser astral projection. As regular astral projection wasn't subject to serious changes from 3.5 it should work fine (also, I vaguely recall similar spells/psionic powers in splat books for 3.5 anyway).

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