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]
Level: 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.