Class: Dreamer
Posted: Wed Aug 13, 2008 5:38 am
== DREAMER (Wisdom) ==
The young woman suddenly opened her eyes and smiled. She was standing on the ceiling of a mansion with no doors or windows suggestive of an outside world, only a series of staircases that connected the walls in an illogical fashion. Small featureless men marched throughout these stairs, transcending linear space. She even thought she saw them wearing noble clothing and dining on fine food, despite having no visible mouths. Then she blinked once, and the men stood before her near the river. Some of them jumped into the water and swam away from her, only to appear larger and larger in her perspective until they emerged from the river right in front of her. Others trekked through the nearby mountains and leapt from the peaks to arrive on the other side of the river.
She blinked once more, and her companions were horrified to see these diminuitive shade-men in the flesh. "What manner of summoning is this?" shouted one of her allies as he backed away, not fully realizing what she had done. She felt powerless to stop the creatures from picking her up and throwing her off the cliff. No matter how hard her companions tried, they could not slay enough of the men to save her.
Yet, somehow, it was always what she wanted.
Dreamers work their magic from a source unlike any other: the boundary between the real, linear-time conscious world and the imaginary nonlinear subconscious world. This boundary provides the energy and essence for dreamer spells to be effective in the real world. However, once these energies are unleashed, a dreamer's mind becomes less able to focus on the boundary for the rest of the day. Nevertheless, dream spells can sometimes be as powerful as the better-understood varieties of magic.
Dreamers can hold contradictory thoughts in their head. One example of such thoughts is that it is possible to clap with only one hand. It is rare for anything that a dreamer says to be logical or hold any amount of truth; after all, they rely on the illogical. Despite this, their magic is demanding and requires a certain type of focus that is not easy to train. Great dreamers tend to be quite wise and discerning. The greatest contradiction of all, perhaps, is that dreamers rely on the peace of rest but know how to equip themselves for war. Indeed, the horrors of war can produce powerful results in the subconscious.
Naturally, the life of a dreamer is very unpredictable and dangerous. For example, a dreamer may suffer from another person's nightmare spell during the course of subconscious exploration. The most powerful dream spells are known to be capable of killing the caster on the spot. Dreamers are well-aware of the risks and continue their practices in the hopes of transcending their mortal bodies. It is only with great caution that adventurers would allow a dreamer into their party.
ABILITIES
---------
SPELLS: A dreamer casts divine spells. The spells available are listed on the dreamer spell list. A dreamer is limited to a certain number of spells of each spell level per day. The Cleric and Druid Spells Per Day Table shows the number of spells per day a character of the class may cast. Dreamers prepare spells each day through sleeping and holding onto dreams that involve those spells, followed by contemplation and study.
BONUS SPELLS: With a high wisdom score, a dreamer gains bonus spells. If the character has an wisdom of between 13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17, the dreamer receives an extra 2nd level spell, and if 18 or 19, the dreamer receives an extra 3rd level spell. Bonus spells can only be acquired if the dreamer is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level dreamer with an 18 wisdom receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the dreamer reaches 5th level.
SHARED DREAM: If a dreamer sleeps while touching someone else through skin-to-skin contact, the two of them will share the same dreams.
PRIME ATTRIBUTE: Wisdom
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Broadsword, bows, club, dagger, dart, hand axe, hammers, javelin, longsword, rapier, scimitar, short sword, sling, spear, staff
ARMOR: Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat, padded, ring mail, studded leather
ABILITIES: Spell casting, shared dream
[quote]Code:
Starting Gold: 10-100gp (1d10x10)
Spells marked with a '-' (dash-sign or minus sign) are adapated from other sources. Spells marked with a '+' (plus sign) are original.
= 0-LEVEL DREAMER SPELLS (Orisons) =
1. Detect Chaos/Evil/Good/Law*
2. Detect Neutrality
3. Ghost Sound
4. Influence
5. +Interpret Dream - answer the question "what was he thinking?"
6. Know Direction
7. Light
8. Message
= 1ST-LEVEL DREAMER SPELLS =
1. Calm Animals
2. Command
3. Darkness*
4. Erase
5. Hypnotism
6. Identify
7. Obscuring Mist
8. +Read Dream - copy dreams from others
9. Read Magic
10. Sleep
= 2ND-LEVEL DREAMER SPELLS =
1. +Absorb Into Subconscious - have a dream about just about anything you can lay your hands on
2. Augury
3. +Declare Dream - show your dreams to the public
4. Detect Thoughts*
5. Misdirection
6. Remove Fear*
7. Scare
8. Silence
9. Speak With Animals
10. -Withdraw
= 3RD-LEVEL DREAMER SPELLS =
1. Detect Secret Doors
2. Gaseous Form
3. Hallucinatory Terrain
4. Jump
5. Levitate
6. Locate Object*
7. Remove Blindness or Deafness*
8. Speak With Plants
9. Suggestion
10. Tongues*
= 4TH-LEVEL DREAMER SPELLS =
1. Charm Person
2. Confusion
3. Detect Scrying
4. Emotion
5. -Feign Death
6. +Implant Dream - put a dream of choice into a sleeping creature
7. Scrying
8. Sending
9. Shout
10. Tongues*
= 5TH-LEVEL DREAMER SPELLS =
1. Awaken
2. Commune
3. Commune With Nature
4. Dream
5. Mass Suggestion
6. Nightmare
7. Plane Shift
8. Telekinesis
9. Telepathic Bond
10. True Seeing
= 6TH-LEVEL DREAMER SPELLS =
1. Feeble Mind
2. Find The Path*
3. +Insomnia - stuns a creature and prevents it from sleeping, both effects last for multiple days
4. Legend Lore
5. Mislead
6. Stone Tell
7. +Vertigo - disrupts a creature's sense of balance and dizzies it severely
8. Wind Walk
= 7TH-LEVEL DREAMER SPELLS =
1. Control Weather
2. Geas
3. Greater Scrying
4. Insanity
5. Power Word Stun
6. Project Image
7. Shadow Walk
8. Vision
= 8TH-LEVEL DREAMER SPELLS =
1. Antipathy*
2. +Bonding - bind a willing creature's life to an object
3. +Dead Dream - absorb dreams from dead creatures
4. Discern Location*
5. Mind Blank
6. Speak With Dead
7. Symbol
8. Whirlwind
= 9TH-LEVEL DREAMER SPELLS =
1. Astral Projection
2. -Miracle
3. Regenerate
4. Soul Bind
5. +Summon Dream - summons a creature from your dreams, which may potentially eat you on the spot
6. +True Awakening - grants permanent sentience
7. Weird
8. Wish
The young woman suddenly opened her eyes and smiled. She was standing on the ceiling of a mansion with no doors or windows suggestive of an outside world, only a series of staircases that connected the walls in an illogical fashion. Small featureless men marched throughout these stairs, transcending linear space. She even thought she saw them wearing noble clothing and dining on fine food, despite having no visible mouths. Then she blinked once, and the men stood before her near the river. Some of them jumped into the water and swam away from her, only to appear larger and larger in her perspective until they emerged from the river right in front of her. Others trekked through the nearby mountains and leapt from the peaks to arrive on the other side of the river.
She blinked once more, and her companions were horrified to see these diminuitive shade-men in the flesh. "What manner of summoning is this?" shouted one of her allies as he backed away, not fully realizing what she had done. She felt powerless to stop the creatures from picking her up and throwing her off the cliff. No matter how hard her companions tried, they could not slay enough of the men to save her.
Yet, somehow, it was always what she wanted.
Dreamers work their magic from a source unlike any other: the boundary between the real, linear-time conscious world and the imaginary nonlinear subconscious world. This boundary provides the energy and essence for dreamer spells to be effective in the real world. However, once these energies are unleashed, a dreamer's mind becomes less able to focus on the boundary for the rest of the day. Nevertheless, dream spells can sometimes be as powerful as the better-understood varieties of magic.
Dreamers can hold contradictory thoughts in their head. One example of such thoughts is that it is possible to clap with only one hand. It is rare for anything that a dreamer says to be logical or hold any amount of truth; after all, they rely on the illogical. Despite this, their magic is demanding and requires a certain type of focus that is not easy to train. Great dreamers tend to be quite wise and discerning. The greatest contradiction of all, perhaps, is that dreamers rely on the peace of rest but know how to equip themselves for war. Indeed, the horrors of war can produce powerful results in the subconscious.
Naturally, the life of a dreamer is very unpredictable and dangerous. For example, a dreamer may suffer from another person's nightmare spell during the course of subconscious exploration. The most powerful dream spells are known to be capable of killing the caster on the spot. Dreamers are well-aware of the risks and continue their practices in the hopes of transcending their mortal bodies. It is only with great caution that adventurers would allow a dreamer into their party.
ABILITIES
---------
SPELLS: A dreamer casts divine spells. The spells available are listed on the dreamer spell list. A dreamer is limited to a certain number of spells of each spell level per day. The Cleric and Druid Spells Per Day Table shows the number of spells per day a character of the class may cast. Dreamers prepare spells each day through sleeping and holding onto dreams that involve those spells, followed by contemplation and study.
BONUS SPELLS: With a high wisdom score, a dreamer gains bonus spells. If the character has an wisdom of between 13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17, the dreamer receives an extra 2nd level spell, and if 18 or 19, the dreamer receives an extra 3rd level spell. Bonus spells can only be acquired if the dreamer is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level dreamer with an 18 wisdom receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the dreamer reaches 5th level.
SHARED DREAM: If a dreamer sleeps while touching someone else through skin-to-skin contact, the two of them will share the same dreams.
PRIME ATTRIBUTE: Wisdom
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Broadsword, bows, club, dagger, dart, hand axe, hammers, javelin, longsword, rapier, scimitar, short sword, sling, spear, staff
ARMOR: Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat, padded, ring mail, studded leather
ABILITIES: Spell casting, shared dream
[quote]Code:
Starting Gold: 10-100gp (1d10x10)
Spells marked with a '-' (dash-sign or minus sign) are adapated from other sources. Spells marked with a '+' (plus sign) are original.
= 0-LEVEL DREAMER SPELLS (Orisons) =
1. Detect Chaos/Evil/Good/Law*
2. Detect Neutrality
3. Ghost Sound
4. Influence
5. +Interpret Dream - answer the question "what was he thinking?"
6. Know Direction
7. Light
8. Message
= 1ST-LEVEL DREAMER SPELLS =
1. Calm Animals
2. Command
3. Darkness*
4. Erase
5. Hypnotism
6. Identify
7. Obscuring Mist
8. +Read Dream - copy dreams from others
9. Read Magic
10. Sleep
= 2ND-LEVEL DREAMER SPELLS =
1. +Absorb Into Subconscious - have a dream about just about anything you can lay your hands on
2. Augury
3. +Declare Dream - show your dreams to the public
4. Detect Thoughts*
5. Misdirection
6. Remove Fear*
7. Scare
8. Silence
9. Speak With Animals
10. -Withdraw
= 3RD-LEVEL DREAMER SPELLS =
1. Detect Secret Doors
2. Gaseous Form
3. Hallucinatory Terrain
4. Jump
5. Levitate
6. Locate Object*
7. Remove Blindness or Deafness*
8. Speak With Plants
9. Suggestion
10. Tongues*
= 4TH-LEVEL DREAMER SPELLS =
1. Charm Person
2. Confusion
3. Detect Scrying
4. Emotion
5. -Feign Death
6. +Implant Dream - put a dream of choice into a sleeping creature
7. Scrying
8. Sending
9. Shout
10. Tongues*
= 5TH-LEVEL DREAMER SPELLS =
1. Awaken
2. Commune
3. Commune With Nature
4. Dream
5. Mass Suggestion
6. Nightmare
7. Plane Shift
8. Telekinesis
9. Telepathic Bond
10. True Seeing
= 6TH-LEVEL DREAMER SPELLS =
1. Feeble Mind
2. Find The Path*
3. +Insomnia - stuns a creature and prevents it from sleeping, both effects last for multiple days
4. Legend Lore
5. Mislead
6. Stone Tell
7. +Vertigo - disrupts a creature's sense of balance and dizzies it severely
8. Wind Walk
= 7TH-LEVEL DREAMER SPELLS =
1. Control Weather
2. Geas
3. Greater Scrying
4. Insanity
5. Power Word Stun
6. Project Image
7. Shadow Walk
8. Vision
= 8TH-LEVEL DREAMER SPELLS =
1. Antipathy*
2. +Bonding - bind a willing creature's life to an object
3. +Dead Dream - absorb dreams from dead creatures
4. Discern Location*
5. Mind Blank
6. Speak With Dead
7. Symbol
8. Whirlwind
= 9TH-LEVEL DREAMER SPELLS =
1. Astral Projection
2. -Miracle
3. Regenerate
4. Soul Bind
5. +Summon Dream - summons a creature from your dreams, which may potentially eat you on the spot
6. +True Awakening - grants permanent sentience
7. Weird
8. Wish