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Manual of the Planes

Manual of the Planes

Manual of the Planes

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APPENDIX:VARIANT PLANES& COSMOLOGIES202The passage between dreamscapes is a gradualchange, not a sudden wrenching. As <strong>the</strong> travelerapproaches <strong>the</strong> border <strong>of</strong> <strong>the</strong> dreamscape, <strong>the</strong> surroundingsbecome more and more like <strong>the</strong> neighboringdreamscape, while features <strong>of</strong> <strong>the</strong> current dreamscapeare less noticeable. Eventually, <strong>the</strong> dreamwalkerhas passed wholly into <strong>the</strong> new dreamscape. Adreamwalker, like any dreamer, can “wake up” to leaveDream entirely.Waking Up: A dreamer or dreamwalker can attemptto wake up from a threatening dreamscape as a moveequivalentaction by succeeding at a Wisdom check (DC10). When <strong>the</strong> dreamer who created <strong>the</strong> dreamscapeawakens, <strong>the</strong> dreamscape bursts. Any o<strong>the</strong>r visitors aresent headlong into <strong>the</strong> nearest dreamscape. When adreamwalker wakes, <strong>the</strong> dreamscape and <strong>the</strong> originaldreamer are unaffected.FEATURES OF THE REGION OF DREAMSIn a cosmology with <strong>the</strong> Region <strong>of</strong> Dreams, your dreamscan indeed hurt you. Of course, most mortals live out<strong>the</strong>ir lives without coming to any harm in <strong>the</strong> greatuntamed wildness <strong>of</strong> Dream, but some are not so lucky.When an average dreamer enters Dream, she retains allher abilities and even gains dream-stuff equivalents <strong>of</strong>carried or worn items. Likewise, her hit points, abilityscores, and all o<strong>the</strong>r values are exactly as <strong>the</strong>y were beforeshe fell asleep. For example, if she is a 5th-level wizardwith a wand <strong>of</strong> lightning, she can use both her spells andher wand in Dream. When she wakes up, she’ll find thatshe nei<strong>the</strong>r cast any prepared spells nor expendedcharges from her wand.DREAM TRAVELTransmutationLevel: Sor/Wiz 8Components: V, SCasting Time: 1 actionRange: TouchTargets: You plus one additional creature touched per levelDuration: 1 hour/level (D)Saving Throw: Will negates (harmless)Spell Resistance: YesYou and any creature you touch are drawn along a crystal arc <strong>of</strong>reverie to <strong>the</strong> edge <strong>of</strong> conscious thought and into <strong>the</strong> Region <strong>of</strong>Dreams. You can take more than one creature along with you(subject to your level limit), but all must be touching eacho<strong>the</strong>r when you cast <strong>the</strong> spell. You physically enter <strong>the</strong> plane <strong>of</strong>Dream, leaving nothing behind.In Dream, you move through a menagerie <strong>of</strong> thoughts,desires, and phantoms created by <strong>the</strong> minds <strong>of</strong> dreamerseverywhere. For every minute you move through Dream (whichis only a single round on <strong>the</strong> Material Plane), you can “wake”to find yourself five miles displaced in <strong>the</strong> waking world. Thus,a character can use this spell to travel rapidly by physicallyIf a dreamer or dreamwalker dies in a dreamscape, shewakes immediately with a hammering heart but is o<strong>the</strong>rwiseunharmed. A dreamer or dreamwalker pulled slainin <strong>the</strong> Dreamheart also dies on <strong>the</strong> Material Plane. Worse,<strong>the</strong>ir spirits are snared forever at <strong>the</strong> heart <strong>of</strong> Dream, soraise dead and resurrection spells don’t work.DreamscapesMany dreamscapes are small—no more than two or threerooms in a drab building, a small clearing in a stormwrackedforest, or a mist-shrouded rural crossroads.O<strong>the</strong>r dreamscapes extend for miles and contain allmanner <strong>of</strong> oddities, architecture, and inhabitants. However,all dreamscapes share one feature: <strong>the</strong> dreamer.The dreamer’s unconscious mind forms <strong>the</strong> dreamscape,which <strong>the</strong> dreamer <strong>the</strong>n moves through, usuallyunconscious <strong>of</strong> <strong>the</strong> fact that he is dreaming at all. Thedreamer alters large or small aspects <strong>of</strong> his personaldreamscape, though he never does so consciously unlesstrained in Lucid Dreaming. Dreamscapes usually burstwhen <strong>the</strong> dreamer awakens, although occasionallydreamscapes linger or survive permanently under unusualcircumstances or magic.In extremely rare cases, a dreamscape ruptures, sendingits pieces and visitors into o<strong>the</strong>r dreamscapes or onto<strong>the</strong> Material Plane. Objects from ruptured dreamscapesusually last 1d% hours on <strong>the</strong> Material Plane, but 1% <strong>of</strong><strong>the</strong>m achieve permanent reality. An example <strong>of</strong> a permanentdreamscape is described below.Anavaree: This permanent dreamscape is an idylliclandscape lit by a golden sun. Grass, trees, and smalllakes are visible within <strong>the</strong> perimeter <strong>of</strong> a wooded glen.pqqqqrsentering where only dreams prowl, moving <strong>the</strong> desireddistance, and stepping back into <strong>the</strong> waking world. You knowwhere you will come out in <strong>the</strong> waking world.Dream travel can also be used to travel to o<strong>the</strong>r planesthat contain creatures who dream, but this requires crossinginto <strong>the</strong> Dreamheart, where you are subject to <strong>the</strong>vagaries <strong>of</strong> violent dream realities. Transferring to ano<strong>the</strong>rplane <strong>of</strong> existence requires 1d4 hours on Dream (whichcorresponds to 1d4×6 minutes as time is measured on mosto<strong>the</strong>r planes).Any creatures touched by you when dream travel is castalso makes <strong>the</strong> transition to <strong>the</strong> borders <strong>of</strong> unconsciousthought. They may opt to follow you, wander into o<strong>the</strong>rdreamscapes, or stumble back into <strong>the</strong> waking world (50%chance for ei<strong>the</strong>r <strong>of</strong> <strong>the</strong> latter results if <strong>the</strong>y are lost or abandonedby you). Creatures unwilling to accompany you into<strong>the</strong> Region <strong>of</strong> Dreams receive a Will saving throw, negating<strong>the</strong> effect if successful.Note: Unlike <strong>the</strong> normal rules for dreaming, items you use,spells you cast, and o<strong>the</strong>r consumables are still gone when youreturn to <strong>the</strong> waking world after being under <strong>the</strong> effect <strong>of</strong> thisspell. Likewise, items you gain and experience you accumulatewhile under <strong>the</strong> effect <strong>of</strong> this spell stay with you.pqqqqrs

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