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Against the Shadow  |  Heroic Paths  |  Dreamer


Even in dreams there is no escape from the Shadow. In Ages past, the presence of a child with the gift of dreams could change the fate of nations. Dreamers were advisers and councillors to the mighty and the learned, seeking wisdom in the phantasmagoric realm of their minds and the minds of others. At the foot of the Witch Queen and in the high recesses of Whitehall, dreamers were used to spread warning and instructions to widely scattered armies or agents buried deep inside the Order of Shadow. At the beginning of the last age, the dreamers were hunted down and either turned to serve or sacrificed to the Dark God. Those that could escape the Shadow fled to the Witch Queen or sought out one the few remaining resistance leaders. In this Last Age, as the Shadow's grip tightens on the land and the free people are scattered, a dreamer could be the key to survival for those who still resist the Dark God.

1. Master of Sleep
2. Dream 1/day (1 minute / 50 miles)
3. Master of Visions +2
4. Phantasmal foes 1/day
5. Dream 2/day (10 minutes / 1000 miles)
6. Major image 1/day
7. Minor dream gift 1/day
8. Restful sleep 1/day, Master of Visions +4
9. Dream 3/day (1 hour / 5000 miles)
10. Nightmare 1/week
11. Major dream gift 1/day
12. Major image 2/day
13. Dream 4/day
14. Master of Visions +6
15. Phantasmal killer 1/day
16. Restful sleep 2/day
17. Dream 5/day (conversation)
18. Major image 3/day
19. Nightmare 1/day
20. Dream 6/day

Master of Sleep (Ex): The dreamer must be familiar with her own circadian rhythms, sleep patterns and state of mind, because dreams can be influenced by all these things. She may add her character level as a bonus to resist sleep spells and effects, and dream-related magic such as nightmare. In addition, the dreamer can control her own wakefulness, falling asleep with a Concentration DC 10 skill check (retry every minute), and awakening exactly when she chooses.
Dream (Sp):
The most recognised ability of the dreamer is to speak to others while they sleep. This ability functions as the spell; however, until she reaches 13th level the maximum length of the message and distance to its recipient are limited. At 17th level, the dreamer may enter a two-way conversation with the recipient of her message.
Master of Visions (Ex):
Accustomed to dealing with bizarre images from the depths of her mind, the dreamer is hard to faze with illusions. She gains the listed bonus to saves against spells of the Phantasm and Figment subschools.
Phantasmal Foes (Sp):
The realm of nightmares is full of the worst demons and terrors imaginable; fear she who can marshal this army against you. Phantasmal foes is a lesser variant of phantasmal killer, detailed below.
Dream Gift (Sp):
From within her own mind, the dreamer can summon forth objects she has seen in her nocturnal wanderings. This works as minor or major creation, but the objects so created always look wispy and fantastical, and cannot be mistaken for genuine materials.
Restful Sleep (Su):
The dreamer can bless a sleeping person, ensuring the sleep deeply and peacefully, untroubled by nightmares. The recipient of this blessing gains double the normal benefits of resting, and awakens feeling so chipper that she gains a +1 morale bonus to the first save or skill check she makes that day.

Phantasmal Foes
Illusion (Phantasm) [Fear, Mind-Affecting]
Sor/Wiz 2, Cha 2.
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One living creature.
Duration: Instantaneous
Saving Throw: Will disbelief, then Fortitude half
Spell Resistance: Yes.

You draw forth shadowy shapes of the target's worst imaginings, visible only to you and him. If the target fails the Will save to disbelieve the illusion, he is overcome by the assailants and must make a Fort save or suffer 1d6 Wis damage. A successful save halves the damage. Either way, the target is shaken for 1 round per caster level.
As with phantasmal killer, a helm of telepathy can be used to turn the foes back on the caster.

Author: Dirigible

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