Monolith from beyond time

Monolith from beyond time
Heathen

Friday, December 26, 2014

Καλά Χριστούγεννα!

Καλά Χριστούγεννα παιδάκια!



Και μερικοί παλιότεροι Άι Βασίληδες..

http://dnd-oradon.blogspot.gr/2012/12/blog-post_31.html

http://dnd-oradon.blogspot.gr/2011/12/blog-post.html

http://dnd-oradon.blogspot.gr/2010/12/blog-post_23.html





Level 14

O Σόνικ προστάζει:


Η αντίδραση του Μπόντινοκ

Thursday, December 4, 2014

Book of vile Dorkness pt1

Τα feats που ξεκλειδώνονται σε όσους διαβάσουν το βιβλίο είναι τα ακόλουθα:



BOOST SPELL RESISTANCE [GENERAL]
By making a deal with an evil power, the character
makes himself even more resistant to magic.
Prerequisite: Any evil alignment.
Benefit: If the character already has innate spell
resistance, he gains a +2 profane bonus to his existing
spell resistance score.

CORRUPT SPELL [METAMAGIC]
The character can transform one of her spells
into a thing of evil due to a deal she makes with
an evil power.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a
spell. Furthermore, if the spell deals damage,
half of the damage is unholy damage. For example,
a corrupted fireball cast by a 6th-level wizard
deals 6d6 points of damage: 3d6 points of fire
damage and 3d6 points of unholy damage.
Thus, creatures immune to fire still potentially
take 3d6 points of damage. The corrupted spell
uses up a spell slot one level higher than the
spell’s actual level.
Special: A character may take this feat multiple
times, choosing a different spell each time.

CORRUPT SPELL-LIKE ABILITY [GENERAL]
One of the creature’s spell-like abilities is powered by evil. A
dark pact provides the creature with unholy energy.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell-like ability.
Furthermore, if the spell-like ability deals damage, half of
that damage (rounded down) is unholy damage. For example,
if a corrupted fireball from a pit fiend deals a total of 35 points
of damage, half of that amount (18 points) is fire damage and
the other half (17 points) is unholy damage. Nonevil creatures
immune to fire still take the 17 points of unholy damage.
Each of a creature’s spell-like abilities can be corrupted
three times per day, though the feat does not allow the creature
to exceed its normal usage limit for any ability. Thus, if
a pit fiend chooses to corrupt its fireball ability, it can use a
corrupted fireball up to three times that day. Thereafter, it
could use its fireball ability again normally (since it can use
fireball at will), or it could corrupt another of its spell-like
abilities, such as meteor swarm.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities three additional times per day.

DARK SPEECH [VILE]
The character learns a smattering of the language of truly
dark power.
Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
Benefit: The character can use the Dark Speech to bring
loathing and fear to others, to help cast evil spells and create
evil magic items, and to weaken physical objects (see Dark
Speech in Chapter 2).
Normal: Attempting to utter a word of the Dark Speech
always ends in immediate death for a speaker who is not
trained in its dark power. Fortunately, it is impossible to
make someone use the Dark Speech if he or she is unwilling,
because the language’s pronunciation is so exacting.
Special: The character gains a +4 circumstance bonus on
saving throws made when someone uses the Dark Speech
against him or her.

DEFORMITY (CLAWED HANDS) [VILE]
Because of intentional self-mutilation, the character has
deformed arms and hands ending in sharp claws.
Prerequisite:Willing Deformity.
Benefit:The character has the ability to deal 1d6 points of
damage as an unarmed claw attack. The character is considered
armed even when unarmed.
Special: The character does not draw attacks of opportunity
when attacking unarmed, and he threatens areas even
when unarmed.

DEFORMITY (EYES) [VILE]
The character has either drilled a hole in her forehead trying
to add a third eye, or she has supernaturally scarred one of
her regular eyes.
Prerequisite:Willing Deformity.
Benefit: As a supernatural ability, the character can use
see invisibility for 1 minute per day.
Special: The character takes a –2 deformity penalty on
Spot and Search checks.

DEFORMITY (FACE) [VILE]
Because of intentional self-mutilation, the character has a
hideous face.
Prerequisite:Willing Deformity.
Benefit: The character gains a +2 circumstance bonus on
Intimidate checks and a +2 deformity bonus on Diplomacy
checks dealing with evil creatures of a different type.

DEFORMITY (GAUNT) [VILE]
Through intentional starvation and macabre operations, the
character is grossly underweight. He has a skeletal appearance,
and his weight is now half normal for creatures of his kind.
Prerequisite:Willing Deformity.
Benefit: The character gains a +2 deformity bonus to
Dexterity and a –2 deformity penalty to Constitution. Furthermore,
he gains a +2 circumstance bonus on Escape
Artist checks and Intimidate checks.
Special: A character with this feat may not take the
Deformity (obese) feat.

DEFORMITY (OBESE) [VILE]
Through intentional gorging and general gluttony, the character
is obese. Grossly overweight, she is now at least triple
the normal weight for creatures of her kind.
Prerequisite:Willing Deformity.
Benefit: The character gains a +2 deformity bonus to
Constitution and a –2 deformity penalty to Dexterity. Furthermore,
she gains a +2 circumstance bonus on Intimidate
checks and saving throws against poison.
Special: A character with this feat may not take the
Deformity (gaunt) feat.

DISCIPLE OF DARKNESS [VILE]
The character formally supplicates himself to an archdevil.
In return for this obedience, he gains a small measure of
power.
Benefit: Once per day, while performing an evil act, the
character may call upon his diabolic patron to add a +1 luck
bonus on any one die roll.
Special: Once a character takes this feat, he may not take
it again; he may not be the disciple of more than one devil.
Nor may he take the Thrall to Demon feat.

EMPOWER SPELL-LIKE ABILITY [GENERAL]
The creature can use a spell-like ability with greater effect.
Benefit: All variable, numeric effects of an empowered
spell-like ability are increased by one-half. An empowered
spell-like ability deals half again as much damage as normal,
cures half again as many hit points, affects half again as
many targets, and so on as appropriate. For example, a night
hag’s empowered magic missile deals one and one-half times
normal damage (roll 1d4+1 and multiply the result by 1.5 for
each missile). Saving throws and opposed rolls (such as the
one made when a character casts dispel magic) are not
affected. Spell-like abilities without random variables are
not affected.
Each of a creature’s spell-like abilities can be empowered
twice per day, though the feat does not allow the creature to
exceed its normal usage limit for any ability. Thus, if a night
hag chooses to empower its magic missile ability, it can use an
empowered magic missile up to two times that day. Thereafter,
it could use its magic missile ability again normally
(since it can use magic missile at will), or it could corrupt
another of its spell-like abilities, such as sleep.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities two additional times per day.

EVIL BRAND [VILE]
The character is physically marked forever as a servant of an
evil power greater than herself or as a villain who does not
care who knows that she seeks only death, destruction, and
misery for others. The symbol is unquestionable in its perversity,
depicting a depravity so unthinkable that all who see
it know beyond a doubt that the bearer is forever in the sway
of the blackest powers.
Benefit: Evil creatures automatically recognize the
symbol now emblazoned upon the character as a sign of her
utter depravity or discipleship to a powerful patron,
although the specific identity of the patron is not revealed.
She gains a +2 circumstance bonus on Diplomacy and
Intimidate checks made against evil creatures.

LICHLOVED [VILE]
By repeatedly committing perverted sex acts with the
undead, the character gains dread powers.
Prerequisite: Evil Brand.
Benefit:Mindless undead see the character as an undead
creature. Becoming more and more like an actual undead
creature, he gains a +1 circumstance bonus on saving throws
against mind-affecting effects, poison, sleep, paralysis, stunning,
and disease.

MALIGN SPELL FOCUS [GENERAL]
The character’s spells that have the evil descriptor are more
potent than normal due to a deal she makes with an evil power.
Prerequisite: Any evil alignment.
Benefit: Add +2 to the DC for all saving throws against
any of the character’s spells that have the evil descriptor.

MORTALBANE [GENERAL]
The creature can make a spell-like ability particularly deadly
to mortals.
Benefit: A mortalbane ability is a damaging spell-like ability
that deals 2d6 points of additional damage when used
against living nonoutsiders, but only half damage (rounded
down) against outsiders, undead, and constructs. For example,
if a mortalbane cone of cold from a gelugon would normally deal
45 points of damage, it actually deals 45 + 2d6 points of damage
to a humanoid, but only 22 points of damage to a night hag.
Creatures immune to cold—regardless of their type—still
take no damage from a mortalbane cone of cold.
Mortalbane can be applied to each of a creature’s spell-like
abilities five times per day, though the feat does not allow
the creature to exceed its normal usage limit for any ability.
Thus, if a gelugon chooses to apply Mortalbane to its cone of
cold ability, it can use a mortalbane cone of cold up to five
times that day. Thereafter, it could use its cone of cold ability
again normally (since it can use cone of cold at will).
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities five additional times per day.

POISON IMMUNITY [GENERAL]
After prolonged exposure to a poison or toxin, the character
has rendered himself immune to it.
Benefit: The character is immune to one specific poison
(chosen by the DM or the character’s player), whether available
as a blade poison, the venom of a specific creature, or
one other toxin. The character also gains a +1 circumstance
bonus on saving throws against other poisons.
Special: A character may take this feat multiple times,
choosing a different poison each time. The +1 bonus against
other poisons doesn’t stack with itself, because the circumstances
of each poison immunity are essentially the same.

QUICKEN SPELL-LIKE ABILITY [GENERAL]
The creature can use a spell-like ability with a moment’s thought.
Benefit: Using a quickened spell-like ability is a free
action that does not provoke an attack of opportunity. The
creature can perform another action—including the use of another spell-like ability—in the same round that it uses a
quickened spell-like ability. The creature may use only one
quickened spell-like ability per round. A spell-like ability
that duplicates a spell with a casting time greater than 1 full
round cannot be quickened.
Each of a creature’s spell-like abilities can be quickened
only once per day, and the feat does not allow the creature to
exceed its normal usage limit for any ability. Thus, if a
demon chooses to quicken its darkness ability, it cannot use
quickened darkness again the same day, though it could use
its darkness ability again normally (since it can use darkness at
will), or it could quicken another of its spell-like abilities,
such as desecrate.
Normal:Normally the use of a spell-like ability requires a
standard action and provokes an attack of opportunity
unless noted otherwise.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities one additional time per day.

SACRIFICIAL MASTERY [VILE]
The character is skilled at offering living sacrifices to evil
gods or fiends.
Prerequisite:Wis 15.
Benefit: The character gains a +4 profane bonus on
Knowledge (religion) checks made when performing a sacrifice.
Normal: Without this feat, a character who performs a
sacrifice makes a normal Knowledge (religion) check modified
as described in Chapter 2.

THRALL TO DEMON [VILE]
The character formally supplicates himself to a demon
prince. In return for his obedience, the character gains a
small measure of power.
Benefit: Once per day, while performing an evil act, the
character may call upon his demonic patron to add a +1 luck
bonus on any one roll.
Special: Once a character takes this feat, he may not take
it again; he may not be the thrall of more than one demon.
Nor may he take the Disciple of Darkness feat.

VERMINFRIEND [VILE]
Vermin regard the character better than they would
normally.
Prerequisite: Cha 15.
Benefit: If a vermin is about to attack the character, she
may make a Charisma check (DC 20). If the check succeeds,
that vermin refuses to attack her for 24 hours.

VILE KI STRIKE [VILE]
The character can focus evil power into his unarmed strike.
Prerequisite: Cha 15, Improved Unarmed Strike.
Benefit: Each time the character deals damage with his
unarmed strike, he deals 1 additional point of vile damage.

VILE MARTIAL STRIKE [VILE]
The character can focus evil power into her weapon blows.
Prerequisite: Cha 15, Weapon Focus with the specified
weapon.
Benefit: Each time the character deals damage with a specific
kind of weapon, she deals 1 additional point of vile damage.
Special: A character may take this feat more than once,
selecting a different weapon each time.

VILE NATURAL ATTACK [VILE]
The character can focus evil power into his natural attacks.
Prerequisite: Natural attack that deals at least 1d8 points
of damage, base attack bonus +5.
Benefit: Each time the character deals damage with his
natural attack, he deals 1 additional point of vile damage.

VIOLATE SPELL [METAMAGIC]
The character can transform one of his spells into an evil
spell, and the wounds the spell inflicts are tainted with the
foulest evil.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell. Furthermore,
if the spell deals damage, half of the damage dealt
is vile damage. For example, a violated lightning bolt cast by
an 8th-level wizard deals 8d6 points of damage: 4d6 points of
electricity damage and 4d6 points of vile electricity damage
(but creatures immune to electricity take no damage). A violated
spell uses up a spell slot one level higher than the
spell’s actual level.
Special: A character may take this feat multiple times,
choosing a different spell each time.

VIOLATE SPELL-LIKE ABILITY [GENERAL]
The creature’s spell-like abilities are particularly tainted with
evil.
Benefit: This feat adds the evil descriptor to a spell-like
ability. Furthermore, if the spell-like ability deals damage,
half of that damage (rounded down) is vile damage. For
example, if a violated lightning bolt from a cornugon deals a
total of 35 points of damage, half of that amount (18 points)
is electricity damage and the other half (17 points) is vile
damage. Creatures immune to electricity take no damage
from a violated lightning bolt.
Each of a creature’s spell-like abilities can be violated twice
per day, though the feat does not allow the creature to exceed
its normal usage limit for any ability. Thus, if a cornugon
chooses to violate its lightning bolt ability, it can use a violated
lightning bolt up to two times that day. Thereafter, it could use
its lightning bolt ability again normally once (since it can use
lightning bolt three times per day), or it could violate another of
its spell-like abilities, such as fireball.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities two additional times per day.

WILLING DEFORMITY [VILE]
Through scarification, self-mutilation, and supplication to
dark powers, the character intentionally mars her own body.
Benefit: The character gains a +2 deformity bonus on
Intimidate checks.

Wednesday, December 3, 2014

Book of Dreams pt 2


Εν συντομία, όσοι διαβάσουν όλο το book of dreams:

ΔΕΝ είναι ο Sonic.
  1. Μαθαίνουν όσα έγραψα για τη διάσταση των ονείρων και το Dal Quor στα δύο προηγουμενα ποστ (Μήν περιμένετε να σας τα θυμίζω!).
  2. Ξεκλειδώνουν τα feats και τα spells που ανέβασα στο book of dreams pt 1.
  3. Με ένα επιτυχημένο knowledge the planes μπορούν να αναγνωρίσουν τα τέρατα που περιγράφονται στα 2 ποστ και να ανακαλέσουν βασικές τους ιδιαιτερότητες και αδυναμίες.
  4. Παίρνουν ένα μόνιμο +2 knowledge the planes (Dreamscape)
Όποιος έχει στην κατοχή του το βιβλίο:
  1. Μπορεί, ξοδεύοντας 10 λεπτά και χρησιμοποιώντας τον ονειροκρίτη του βιβλίου, να ερμηνεύσει όνειρα και οιωνούς. Να σημειωθεί πως η ικανότητα αυτή δε λειτουργεί όπως η τεχνική dreamtelling, αλλά πως ο χρήστης ερμηνεύει όπως θέλει αυτός το όνειρο σύμφωνα με τα σύμβολα του βιβλίου (τέλοσπάντων, όταν θα το χρειαστείτε θα σας πω εγώ τι να κάνετε)
  2. Μπορεί, ξοδεύοντας χρόνο για να διαβάσει, να προσθέσει μπόνους σε ένα knowledge the planes ζάρι που θα ρίξει, όσο αυτό βέβαια έχει να κάνει με τη διάσταση του ονείρου. Το μπόνους είναι 1Ζ3 για δύο ώρες μελέτης, 1Ζ4 για τέσσερεις και 1Ζ6 για έξι ώρες.

Sunday, May 4, 2014

Dal' Quor

Πολλές θεωρίες υποστηρίζουν την ύπαρξη ενός βασιλείου στο εσωτερικό των ονείρων, μιας περιοχής όχι ρευστής και ευμετάβλητης, αλλά οργανωμένης με σαφή ιεραρχία και κέντρα εξουσίας. Σύμφωνα με αυτές τις θεωρίες, κυρίαρχη φυλή του Dal' Quor είανι τα Quori, πνευματικές υπάρξεις γηγενείς της διάστασης του ονείρου.
Η φύση των quori είναι μυστηριώδης και, λόγω της ανικανότητας μας να ταξιδεύσουμε στη διάστασή τους με φυσικά μέσα, πολύ λίγα είναι γνωστά για τα πλάσματα αυτά.Οι γνώσεις μας για αυτά προέρχονται από δύο πηγές: την εισβολή τους στην υλική διάσταση και τον ερχομό των Κάλασταρς στον κόσμο μας.
Οι ιστορικοί τοποθετούν την εισβολή των Quori κάπου μεταξύ 1800 με 1500  χρόνια πριν. Σύμφωνα με πηγές, η επέλασή τους από τη διάσταση του ονείρου στη γαία σήμανε το τέλος της αυτοκρατορίας της Νέδεριλ. Οι επιθέσεις ήταν σκληρές και η μοίρα της Γαίας φαινόταν προδιαγεγραμμένη, τόσο που οι κοινές ανθρωποειδείς φυλές συμμάχησαν για πρώτη φορά μεταξύ τους, αλλά και με τους γίγαντες, για να αναχαιτήσουν τον κοινό εχθρό.
Είναι άγνωστο πόσο διήρκησε ο πόλεμος- τα περισσότερα αρχεία έχουν χαθεί- ωστόσο ορισμένες μάχες και ονόματα, όπως ο Τζίμαστ στο Έλντιιν και ο Χρόθγκαρ ο δρακοκτόνος στο βορρά, έχουν διασωθεί. Εντέλει ο πόλεμος τέλειωσε όταν τα Quori απείλησαν την Argonessen και οι δράκοι για κάποιο λόγο φοβήθηκαν. Η συμμαχία τους με τις κοινές φυλές σήμανε το τέλος της εποχής της εισβολής των Quori και την άνοδο της αυτοκρατορίας των δρακοκαβαλάρηδων, της Νέραθ.

Η ιστορία των Κάλασταρ ξεκινά περίπου 2000 με 2500 χρόνια από σήμερα, όταν η επαναστάτρια Quori Tarantai και οι ακόλουθοι της απέδρασαν από το Dal Quor, στον υλικό κόσμο. Μέσα στην απελπισία τους να ξεφύγουν από το Dreaming Dark, την αυτοκρατορία των  Quori για την οποία ελάχιστα γνωρίζουμε, η Tarantai βρήκε ένα πέρασμα στο σώμα ενός μοναχού που διαλογιζότανε κάπου στη χώρα Adar. Ο μοναχός και άλλοι 66 ακόλουθοί του από το μοναστήρι δέχθηκαν να συνδεθούν και να φιλοξενήσουν στο σώμα τους τα Quori πνεύματα, με την υπόσχεση να αντιταχθούν στο Dreaming Dark. Από τότε οι Kalashtars είναι ακριβώς αυτό: μια διπλή υπόσταση ανθρώπου και πνεύματος, που με το πέρασμα των αιώνων και από γενιά σε γενιά γίναν ένα μέσα στο ίδιο σώμα. Εξόριστοι για πάντα από τη χώρα του οινείρου ακόμα και στον ύπνο τους και με έμφυτες ψυχικές δυνάμεις, τείνουν να κλίνουν προς την πειθαρχημένη μοναστική ζωή, για να μην υποκύψουν στην τρέλα που εκκολάπτει η διπλή τους φύση και οι ατέλειωτες νύχτες χωρίς όνειρα.

Dreaming dark: Φαίνεται πως η κοινωνία των Quori δομείται γύρω από ένα απολυταρχικό καθεστώς, το Dreaming dark, το οποίο οργάνωσε και την εισβολή των πλασμάτων στην υλική διάσταση. Σχεδόν τίποτα δεν είναι γνωστό για την ιεραρχία ή τον τρόπο ζωής των Quori, ωστόσο φαίνεται πως ορισμένες φυλές θεωρούνται ανώτερες ενώ άλλες, όπως οι Κάλασταρς, αντιμετωπίζονται ως σκλάβοι.

Tsucora Quori Η γνωστότερη φυλή των Quori είναι τα Tsucora Quori, εφιαλτικές υπάρξεις που τρέφονται από την ψυχική δύναμη των θυμάτων τους. Οι κυριότερες δυνάμεις τους είναι η ικανότητά τους να τηλεμεταφέρονται, η ικανότητα υποβολής τους και το θανατηφόρο τους κεντρί, με το οποίο ξυπνάνε στο μυαλό του θύματός τους τον χειρότερο εφιάλτη του. Ορισμένοι υποστηρίζουν πως τα Tsucora μπορούν να εισβάλουν στα όνειρα των κατοίκων της υλικής διάστασης και να τους επηρεάσουν τον ψυχισμό, κάτι γμα που δεν μοιάζει απίθανο κρίνοντας από την προέλευση τους. 

Skondhokata Quori
Θεωρείται quori απλώς και μόνο επειδή οι αριθμοί τους αυξήθηκαν κατά την έφοδο των τελευταίων στη γαία. Παρουσιάζεται στην υλική διάσταση ως ένα ακέφαλο πλάσμα που συχνάζει σε εγκαταλλειμμένους χώρους απαγχονισμού, συνήθεια που οδηγεί πολλούς να το θεωρούν undead και όχι ζωντανό ον.

Nishi Quori
Το πνεύμα φημολογείται ότι φωνάζει το αληθινό όνομα του θύματός του λίγο έξω από το σπίτι του μέσα στη μέση της νύχτας. Μόνο αυτό μπορεί να ακούσει το Νίσι και πάντα ξυπνάει. Εάν απαντήσει την πρώτη ή τη δεύτερη φορά που το πνεύμα καλεί, πεθαίνει και μοιάζει σαν να πέθανε στον ύπνο του. Αν απαντήσει μετά την τρίτη φορά ή αναζητήσει αυτόν που του μίλησε, δε θα βρει τίποτα.Κανείς δε γνωρίζει με τι μοιάζει ένα Νίσι. 

Saturday, May 3, 2014

Book of dreams pt 1


In some myths and cosmologies, the realm of dreams is an actual place, a strange world visited by the sleeping minds of billions of dreamers across millions of worlds. In other regions, no unified realm of dreams is believed to exist; instead each dream creates its own temporary reality, one that others can actually enter with the proper magic. In still others, dreams are considered nothing more than images created within a character’s mind—but even then, magic can allow others entry, permitting them to move through the subject’s thoughts as they are made manifest in the dream. 

The environment of a dreamscape can shift from absolutely normal to utterly surreal and horrific in an instant. Just like the ebb and flow of a dream itself, a nightmare realm follows its own logic and patterns, but these often bear little or no resemblance to the logic of the real world.

Just as every dream is unique, so too is every nightmare realm. Objects and places alter when one looks away. If the dreamer enters one structure, he winds up in a different one. People abruptly change their behavior or warp to become other creatures. 

Locations in the nightmare realm often seem frightening and eerie. An old house, perhaps the childhood home of the dreamer, contains more rooms than it should, and halls that do not lead to the same place twice. Geographical impossibilities are commonplace; mountains with convoluted shapes that could not possibly support themselves; tropical forests in the midst of frozen tundra; islands floating in an infinite, stormfilled sky; graveyards that stretch for miles with no nearby community to have established them; weather that shifts from one extreme to another with no warning. At the same time, vast stretches of land are entirely normal, making the intrusion of the impossible that much more jarring. Even normal regions are exaggerated, though. Deserts stretch as far as the eye can see, motionless save for the hot wind that ruffles the dunes. The fields around a homey cottage are brilliant green, bedecked with daffodils and frolicking animals until the daffodils seize upon the frolickers with sucker-mouths and darken the grass with their blood.

Where possible, the terrain and environment is tied to the perceived thoughts and emotions of the dreamer. Similarly, items, creatures, and people in the nightmare realm might also stem from the dreamers’ memories and feelings. 

Dream magic

Due to the unpredictable nature of nightmare realms and dreams, any spells or spell-like abilities used therein might not work normally. The more complex the spell, the greater the chance it will go wrong.
A few rare spellcasters have focused their talents on the art known as oneiromancy.

Inhabitants of the dramscape

All manner of creatures can be encountered in a nightmare realm. Any monster a dreamer has ever seen, or even heard of, can appear in his dreams. Every creature that exists in the real world and many that exist only in fevered imagination or the subconscious mind can manifest here.
Lurking deep within the alien, impossible landscapes of the realm of dreams, however, are some creatures that are not the products of a dreamer’s mind. These horrors were not dreamed into existence but are natives of the dreamscape—otherworldly horrors spawned by the very stuff of which dreams themselves are made. They haunt nightmares across multiple worlds, often appearing first in the dreams of the mad but slowly finding their way through the dreamscape to other, more lucid dreamers. And just as physical beings can use plane-traveling magic to enter the dreamscape, so too can these creatures sometimes use their own magic to manifest in the material world.
Nightmare creatures can only manifest in the waking world so long as they remain near someone who is dreaming, because they use that individual as a doorway to the Material Plane. Should the sleeper be awakened, the creatures are driven back to the dreamscape.They deal real, physical damage to anyone they injure in dreams—even if the dream does not involve true dreamscape travel
The primary difference between nightmare creatures and material creatures, however, is one of behavior and motivation. Because they were spawned from the stuff of dreams, nightmare creatures are completely alien in thought and desire. Even most aberrations have some needs in common with humanoids: sustenance, comfort, and the like. Nightmare beasts might not. Their goals can be unfathomable to the human mind. In other cases, they want nothing more than to cause pain, suffering, and fear—precisely what one might expect from creatures that are literally bad dreams made manifest. Some see the waking world as a threat, something to be destroyed so that its inhabitants will cease to encroach mentally on the dreamlands. Others see the waking world as new territory to enslave and conquer, a world peopled with feeble entities that are easily manipulated or slain.






GRAY JESTER

A gaunt figure clad in grayhued jester’s motley comes capering around the corner. Its feet move silently on the stones, and it grips a scepter with a doll’s head atop it in one hand.

The gray jester is an otherworldly fey drawn to the presence of humanoids. It feeds on laughter and joy, strengthening itself while permanently draining these emotions from its prey.Gray jesters look like jesters, clowns, or mimes clad in gray, white, or black. They tend to be thin, even emaciated. Their eyes are cold and empty, their smiles wide and filled with broken but perfectly white teeth. All gray jesters carry scepters of some sort, much like those wielded by real court jesters.
Gray jesters average 6 feet in height and weigh roughly 110 pounds. They speak Common, Quori, and Sylvan.

Combat
Gray jesters dislike direct combat, preferring instead to approach unsuspecting people—children are favorites—and drain the joy and laughter from them. If a gray jester is forced to fight, it orders its bleak ones into combat and attempts to debilitate as many foes as possible with his laughter ability. It then feeds, slaughters any helpless opponents, or flees, as the situation warrants.
A gray jester can drain joyous emotions from humanoid beings. 
Gray jesters feed on emotions but are at their weakest just after feeding. 

BLEAK ONES
The results of a gray jester’s feeding vary depending on the target. The weaker become what the gray jesters call “bleak ones.” They lose all self-will as well as the capacity to feel positive emotions. Although not mindless, they undertake no actions unless the gray jester that drained them gives them orders. Bleak ones become followers and soldiers for the jester.


PHANTASMAL SLAYER

The horrors known as phantasmal slayers are literally fear incarnate. They exist only to terrify others—to death, if at all possible. They have no true form, but appear to all observers as their single greatest fear. Even those who disbelieve the phantasmal facade effect, or who view the slayer with true seeing, see a ghostly shadow of their greatest fear.
It is believed that the long-forgotten wizard who developed the phantasmal killer spell might have been inspired by these creatures.
Phantasmal slayers are roughly medium-sized, although they can appear much larger or smaller. Being incorporeal, they have no weight.
Phantasmal slayers speak Common, Abyssal, Draconic, Elven, Gnome, and Infernal. They also have the power of telepathy.

Combat
Phantasmal slayers exist to spread fear. They prefer to kill by means of their phantasmal facade and might be inclined to let a surviving enemy live if she seems likely to pass her tale of terror on to others. When a phantasmal slayer decides to kill, however, it is a focused, single-minded opponent. Slayers tend to concentrate on spellcasters and paladins above other foes. The incorporeal touch attack of a phantasmal slayer overcomes all forms of damage reduction, except those that require a specific material (adamantine, cold iron, alchemical silver). Anyone who so much as glances at a phantasmal slayer sees his greatest fear and is affected as if by the spell phantasmal killer. 
A phantasmal slayer is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It can pass through solid objects, but not force effects, at will. Its attacks ignore armor, and shields, but force effects work normally against them. A phantasmal slayer can also communicate telepathically with any creature within 100 feet that has an Intelligence score.

Feats

DREAMTELLING
You can use your Knowledge (the planes) skill to interpret your dreams or the dreams of others, thus gleaning useful information and insights.
Benefit: You can interpret the basic symbolism of a dream to figure out what sorts of concerns or fears are likely to have inspired it.
Dream Being Interpreted . . .
 DC
Features obvious symbolism
10
Involves cultural details or concepts
15


Represents memories of past events with which you are not familiar
20
Both the previous conditions are true
25
 Attempting to garner insight into future events, or events occurring elsewhere, by reading the prophetic images of a dream adds +10 to +20 to the base DC, depending on how obscure the omens are.
The DM must decide if a dream contains prophetic imag¬ery; a sufficiently high roll might glean some information even if the dream was not overtly oracular. Making the DC required to interpret a dream grants information comparable to an augury spell (see page 202 of the Player's Handbook). Exceeding the required check by 10 or more offers infor¬mation comparable to a divination spell (see page 224 of the Player's Handbook). Exceeding the required check by 20 or more offers information comparable to a commune spell (see page 211 of the Player's Handbook).
Even if your result was not high enough to enable you to read prophetic images, the result might be sufficient tointerpret basic symbols and events. Thus, a check result of 18 is insufficient to foretell the future but still grants some information about cultural details or concepts.
You can use this feat to determine what effect injuries received in a dreamscape are likely to have on you once you return (DC 15), or whether an item or location was created by the dreamer or brought in from outside (DC 20); see Chapter 3 for information on adventuring within dreamscapes.
Finally, this feat allows Knowledge (the planes) to func¬tion in place of Survival when used within a dreamscape. This skill can be used to retrace your steps and return to a known person’s dream, or to attempt to track a creature across the dreamscape.
Action: Dreamtelling requires careful analysis of bizarre images and events. If you are trying to interpret your own dream, you must cogitate on it for a number of minutes equal to 30 minus your Intelligence modifier. If you wish to ana¬lyze someone else’s dream, that person must first describe it to you in great detail, adding an additional 10+1d10 minutes to the process.
Try Again: No. The check represents your ability to interpret that particular dream. You can attempt to inter¬pret other dreams the same individual has later, but you get only one attempt per dream. Similarly, you have only one attempt to determine whether an item is native to a particular dream.

IMPROVED ONEIROMANCY
With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities.
Prerequisites: Dreamcasting, Oneiromancy, spellcaster.
Benefit: Your spell list expands to include a number of dream-related spells (all described later in this chapter), regardless of what sort of caster you might be. You must still learn or prepare these spells normally; they are added to your class list, not necessarily to the list of spells you personally know.
1st Level: restful slumber
4th Level: dream walk, manifest desire, manifest nightmare 5th Level: dreaming puppet 7th Level: dream sigh

MASTER OF KNOWLEDGE
You have spent most of your life in study, and it comes naturally to you now.
Benefit: You gain a +1 bonus to all Knowledge skill checks.

ONEIROMANCY
You gain a number of abilities and advantages related to dreams and magic.
Prerequisites: Dreamtelling, ability to cast spells of any sort.
Benefit: Oneiromancy grants you a number of interrelated bonuses. First, when casting spells in a nightmare realm, your spells always work as normal; you do not risk the same mishaps that other casters experience.
Second, while in the dreamscape, you are considered to have Spell Focus (enchantment) and Spell Focus (illusion), due to your ability to manipulate the thoughts of dreamers and the stuff of dreams. If you already have Spell Focus in one or both of these schools, the DC bonus to saves stacks so long as you remain within the dreamscape.
Third, you can target your offensive spells at a target’s dream self, rather than his physical form. Because this deals mental damage only, it transforms all damage dealt by that spell into nonlethal damage. This effect functions only on creatures that both sleep and dream: Constructs, plants, undead, and elves are immune to this effect. Only spells that target a single creature or specific number of creatures benefit from this effect; you cannot apply it to spells that target an area.
Special: Because you are more tightly connected to the world of dreams, you are more susceptible to certain types of mental manipulation. You take a -1 penalty on saves against enchantment and illusion spells and effects when in the physical realm. If you are slain while mentally traveling the dreamscape, your physical body dies, whether or not this is the case for most travelers.
Normal: Casters in nightmare realms have a chance of mishap when casting spells. In some instances, those who die in the dreamscape experience effects other than death in the real world. 

Spells 

DREAM SIGHT
DivinationLevel: Dream 6, oneiromancy 7 Components: S, DF Casting Time: 1 full round Range: See text Target: You
Duration: 1 min/level (D)
You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorpo-real creatures can. Your spirit can do nothing but move and observe—it cannot speak, attack, cast spells, or perform any other action.
At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is dis-turbed while your spirit is wandering, the spell ends immediately.

DREAM WALK
Conjuration (Teleportation)
Level: Oneiromancy 4 Components: V, S Casting Time: 1 standard action Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
You move yourself or some other creature into a dreamscape. You must either be able to see the dreamer whose dreams you wish to enter or be within 30 feet of her. This spell otherwise functions exactly as plane shift.

DREAMING PUPPET
Enchantment (Compulsion) [Mind- Affecting]
Level: Oneiromancy 5 Components: V, S Casting Time: 1 minute Range: Unlimited Target: One sentient, living creature of caster’s HD +4 or lower Duration: 1 min./level (D)
Saving Throw: Will negates Spell Resistance: Yes
You take control of the physical body of a sleeping creature. At the beginning of the spell, you must name the subject or identify him by some title that leaves no doubt as to his identity. You then enter a trance and appear in the subject’s dream. So long as you remain in his dream, you see the world through the eyes of his physical form, and you control his body as per the spell dominate monster (see page 224 of the Player’s Handbook). The subject is aware of you in his dream, and can identify you if he knows you personally.
Once the spell ends, or if the
subject shakes
off the effect due to a new save granted by in¬structions contrary to his moral code (this new save gains a +2 bonus; see dominate person), he remembers what he has done while under the effects of dreaming puppet. These memories are dreamlike and not entirely clear, but the subject recalls the gist of all that happened.
If the recipient is awake when the spell begins, you can choose to wake up (ending the spell) or remain in the trance. You can remain in the trance until the recipient goes to sleep (assuming the spell’s duration lasts that long), then enter the recipient’s dream and dominate him as normal. If you are disturbed and awaken during the trance, the spell ends.
Creatures who don’t sleep (such as elves, but not half-elves), don’t dream, or are otherwise immune to mind-affecting spells and abilities are immune to this spell.
You are unaware of your own sur-roundings or of the activities around you while in the trance. You are defenseless both physically and men¬tally (you always fail any saving throw) while in the trance.
Dreaming puppet carries an element of risk for you as well as for the subject. If the target exceeds the required Will save by 10 or more, or rolls a natural 20, not only are you barred from control¬ling him but your soul becomes lost in the dreamscape, unable to easily return to your own body. In order to return to your body, you must either find your way through the realm of dreams (and possibly other planes as well), cast a planar traveling spell, or be rescued.

MANIFEST NIGHTMARE
Illusion [Fear, Mind-Affecting]
Level: Oneiromancy 4
Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Concentration + 3 rounds Saving Throw: Will partial or disbe¬lief (if interacted with)
Spell Resistance: Yes
The target’s greatest fear appears before him in illusory form for all to see. So long as the nightmare remains manifest and in the subject’s proximity, he must make a Will save every round or become panicked. Success on this save indicates that the subject is only shaken that round. This save is repeated every round for the spell’s duration, until and unless the subject makes a successful save to disbelieve the illusion. In order to disbelieve the illusion, the subject must first force himself to interact with it, to determine that it might be false.
Many casters use this spell simply to learn the nature of the subject’s greatest fear, not caring whether the illusion actually causes the subject to panic.

RESTFUL SLUMBER
Enchantment [Mind-Affecting] Level: Oneiromancy 1 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless) Spell Resistance: Yes
You allow another creature to gain a full night’s sleep, uninterrupted by nightmares. If you attempt to cancel the nightmares imposed by an outside source, such as a curse or another spellcaster, you must make a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the nightmares’ source.