作者 主题: 紧急:求位面手册中关于梦位面的说明  (阅读 2260 次)

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紧急:求位面手册中关于梦位面的说明
« 于: 2007-02-16, 周五 23:07:21 »
就是那个Planar Handbook。我这里没有,但EM实在太慢了。

请有这本书的人花费几分钟,将关于Dream Plane的设定贴上来。

在线等,谢谢。

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紧急:求位面手册中关于梦位面的说明
« 回帖 #1 于: 2007-02-16, 周五 23:39:29 »
翻了一下Planar Handbook和Manual of the Planes
完全不知道那是什么……
PCs are being recruited for Shadow Trilogy of the Forgotten Realms.

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紧急:求位面手册中关于梦位面的说明
« 回帖 #2 于: 2007-02-16, 周五 23:45:32 »
就是一个Dream Plane这个位面PHB或者MoP上的。

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紧急:求位面手册中关于梦位面的说明
« 回帖 #3 于: 2007-02-17, 周六 00:18:49 »
= =反正也晚上了
你就挂一个通宵的骡子也就下来了的.....................

/me 用GOOGLE和WIKI都没查到.........

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紧急:求位面手册中关于梦位面的说明
« 回帖 #4 于: 2007-02-17, 周六 00:42:56 »
一个通宵?
我已经连续开机接近60小时了。

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紧急:求位面手册中关于梦位面的说明
« 回帖 #5 于: 2007-02-17, 周六 03:06:42 »
引用
就是那个Planar Handbook。我这里没有,但EM实在太慢了。

请有这本书的人花费几分钟,将关于Dream Plane的设定贴上来。

在线等,谢谢。
下了你说的phb,没找到这个东西。
目前是太古遗迹,抽空换成远古的

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紧急:求位面手册中关于梦位面的说明
« 回帖 #6 于: 2007-02-17, 周六 04:25:24 »
艾伯伦设定里面到是有个梦境位面……

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紧急:求位面手册中关于梦位面的说明
« 回帖 #7 于: 2007-02-17, 周六 08:30:45 »
Mop里有几页不知是不是你要的:

引用
REGION OF DREAMS
The Region of Dreams, usually simply called Dream, is
where dreams cavort, heedless of the waking world.
Dreams once dreamt fade into obscurity, but their echoes
resonate forever throughout Dream. Carcasses of particularly
vile dreams, charged with dark emotion, sometimes
rampage from dreamscape to dreamscape, giving rise to
terrible nightmares.
Into the Region of Dreams come dreamers, whether
they will it or not, every time they fall asleep. Their minds
take flight to the Region of Dreams. The edges of Dream
expand and contract with temporary dreamscapes as
dreamers on every plane sleep and wake. Dream would
exist even if there were no dreamers, though.
The many dreamscapes created by dreamers last but a
short time, and they rarely impinge on each other accidentally.
However, there are those who knowingly walk
between dreamscapes, doing as they will. Sometimes such
lucid dreamers pierce the very heart of Dream, where
average dreams dare not roam.
DREAM TRAITS
The Region of Dreams has the following traits.
 Subjective Directional Gravity: Within most dreamscapes,
the strength of gravity is the same as on the
Material Plane, but each dreamscape can pull in a
different direction. The subjective gravity of most
dreamscapes appears to conform to normal gravity, but
other dreamscapes may have wildly different gravity
traits. Visitors who master the skill of Lucid Dreaming
can choose how the gravity of a particular dreamscape
affects them.
 Flowing Time: For every 10 minutes in Dream, only 1
minute passes on the Material Plane. But the nature of
the plane makes time spent on the plane less real. No
matter what visitors experience, only memories remain
when they leave Dream. Spells cannot truly be cast or
learned, nor items won or lost, nor experience points
earned when dreaming.
 Infinite Size: Dream is infinite, though individual
dreamscapes are finite. Even a single dreamscape can
seem quite large, however, depending on the nature of
the individual dream.
 Highly Morphic Trait: Dreamscapes are born from
wild dream-stuff the moment a dreamer's mind plunges
into Dream. Left alone on Dream, wild dream-stuff is as
ephemeral as thought. But once a dreamscape solidifies,
it has the alterable morphic trait similar to the Material
Plane. Visitors skilled in Lucid Dreaming may be able to
morph a dreamscape more to their own liking.
 No Elemental or Energy Traits.
 Mildly Neutral-Aligned.
 Normal Magic: Spells can be cast normally, but travelers
who leave Dream discover that any spells they used
on the plane weren't really cast (they still have them as
prepared spells or available spell slots). Similarly, any
spells still in effect when a traveler leaves Dream are
gone as if they were never cast.
DREAM LINKS
The Region of Dreams is coterminous to the Material
plane and whatever Transitive, Inner, or Outer Planes you
desire. The easiest method of reaching Dream is through
the Portal of Sleep, which living creatures the multiverse
over access without conscious thought while they
slumber.
When sleep claims a living mind, the consciousness of
the sleeper comes to the Region of Dreams, and the
dreamer enters into his or her own dreamscape. The body
remains on the Material Plane, but the mind wanders as a
discrete entity within a dreamscape. When the sleeper
wakes, the mind returns to the body, and the dreamscape
usually fades into undifferentiated dream-stuff. Sometimes
dreamscapes linger and pass into the Dreamheart, taking
on a more permanent reality.
Dreamwalkers—frequent visitors to the Region of
Dream—can enter Dream through the Portal of Sleep like
any dreamer, or they can pass bodily into dreams by
finding rare physical portals into Dream or casting the
dream travel spell
DREAM INHABITANTS
All manner of creatures are found in Dream, ranging from
small animals to abominable nightmares. Dreamers run
the gamut as well, though dreamscapes of similar creatures
are generally clustered together like archipelagoes in a sea
of wild dream-stuff.
MOVEMENT AND COMBAT
Movement within a dreamscape is often like that on the
Material Plane. But the rules can vary from dreamscape to
dreamscape. In one dreamscape, every creature might fly
from place to place, and in the next, swimming might be
the only mode of transport.
Moving between dreamscapes is intentionally done
only by dreamwalkers who have entered Dream via dream
travel or who are using the Lucid Dreaming skill. A
traveler can hop from dreamscape to dreamscape or aim
for the Dreamheart itself. Although dreamscapes don't
usually overlap, dreamwalkers can find places where the
borders are thin enough that a single step transfers the
traveler from one dreamscape to the next.
The passage between dreamscapes is a gradual change,
not a sudden wrenching. As the traveler approaches the
border of the dreamscape, the surroundings become more
and more like the neighboring dreamscape, while features
of the current dreamscape are less noticeable. Eventually,
the dreamwalker has passed wholly into the new
dreamscape. A dreamwalker, like any dreamer, can “wake
up” to leave Dream entirely.
Waking Up: A dreamer or dreamwalker can attempt to
wake up from a threatening dreamscape as a moveequivalent
action by succeeding at a Wisdom check (DC
10). When the dreamer who created the dreamscape
awakens, the dreamscape bursts. Any other visitors are
sent headlong into the nearest dreamscape. When a
dreamwalker wakes, the dreamscape and the original
dreamer are unaffected.
FEATURES OF THE REGION OF DREAMS
In a cosmology with the Region of Dreams, your dreams
can indeed hurt you. Of course, most mortals live out their
lives without coming to any harm in the great untamed
wildness of Dream, but some are not so lucky.
When an average dreamer enters Dream, she retains all
her abilities and even gains dream-stuff equivalents of
carried or worn items. Likewise, her hit points, ability
scores, and all other values are exactly as they were before
she fell asleep. For example, if she is a 5th-level wizard
with a wand of lightning, she can use both her spells and
her wand in Dream. When she wakes up, she'll find that
she neither cast any prepared spells nor expended charges
from her wand.
If a dreamer or dreamwalker dies in a dreamscape, she
wakes immediately with a hammering heart but is otherwise
unharmed. A dreamer or dreamwalker pulled slain in
the Dreamhean also dies on the Material Plane. Worse,
their spirits are snared forever at the heart of Dream, so
raise dead and resurrection spells don't work.
Dreamscapes
Many dreamscapes are small-no more than two or three
rooms in a drab building, a small clearing in a stormwracked
forest, or a mist-shrouded rural crossroads. Other
dreamscapes extend for miles and contain all manner of
oddities, architecture, and inhabitants. However, all
dreamscapes share one feature: the dreamer.
The dreamer's unconscious mind forms the dreamscape,
which the dreamer then moves through, usually
unconscious of the fact that he is dreaming at all. The
dreamer alters large or small aspects of his personal
dreamscape, though he never does so consciously unless
trained in Lucid Dreaming. Dreamscapes usually burst
when the dreamer awakens, although occasionally
dreamscapes linger or survive permanently under unusual
circumstances or magic.
In extremely rare cases, a dreamscape ruptures, sending
its pieces and visitors into other dreamscapes or onto the
Material Plane. Objects from ruptured dreamscapes
usually last 1d% hours on the Material Plane, but 1% of
them achieve permanent reality. An example of a
permanent dreamscape is described below.
Anavaree: This permanent dreamscape is an idyllic
landscape lit by a golden sun. Grass, trees, and small lakes
are visible within the perimeter of a wooded glen. Small
birds fly from tree to tree, twittering beautiful songs. In
the center of the clearing is a hill holding a playground. A
massive bronze dragon surrounds the hill, sleeping
peacefully. Ana, the dreamer, plays in the playground.
When Ana smiles, the sun brightens. When she laughs,
rainbows dance. On the other hand, her frowns bring
clouds and her tears bring rain. Worst of all, her anger
causes lightning to touch down. Ana doesn't realize that
she's dreaming. She hasn't really given her situation much
thought-a common attitude for dreamers in their dreamscapes. The dragon, “Grumpy,” remains asleep unless Ana
is threatened.
In fact, Ana's physical body exists in stasis upon the face
of a red, dead world where no breath is possible. She is the
only survivor of a colonization attempt from another
world that fell from the sky to smash and bum in the red
sands. Within the depths of a massive crater, now long
cooled, lies Ana's stasis chamber. By some miracle of
chance or fate. it remains undamaged and functioning. But
the woman inside suffered mental trauma and now
possesses the mind of a young girl—a young girl in an
enforced sleep who continues to dream. Ana is unaware of
her real body or of the fate of her fellow colonists; she has
been playing unconcernedly in the dreamscape for years.
The dragon knows the truth, however.
The Dreamheart
The dreamscapes, in all their infinite numbers, are only
the edge of Dream. They border the Dreamheart, a realm
where dreamers can die.
The Dreamhean is a roiling boil of dream-born landscapes
that melt, burn, grow, and dissolve without any
rhyme or reason. Balls of fire, pockets of air, chunks of
earth, and waves of water battle against each other. Amid
the chaos, half-melted dreamscapes drift—lakes, buildings,
streets, strange creatures, and small islands. Some
provide shelter against the tempest, but others are open to
its deadly effects. These are dreamscapes that have been
pulled into the Dreamheart, usually after their dreamers
have awakened.
Waking up in the Dreamheart is more difficult, requiring
a Wisdom check (DC 18).
In the Dreamheart, a random flare of fire, electricity, or
flood can take the life of a dreamwalker at any moment.
Likewise, a dream-born creature can swoop out of the
chaos and eat an inexperienced traveler. When death
comes in the Dreamheart, it affects the physical body as
well.
Dreamheart Tempest: Unless sheltered by a solid
dreamscape, exposure to the tempest deals 25 points of
damage each round: 5 points each of sonic, electricity,
cold, fire, and acid damage.
Like any storm, the tempest of the Dreamheart has an
eye. If there is any mind, deity, or purpose in the Region
of Dreams, it can be found in the Eye of the Dreamheart
Tempest. But each character who visits it comes away with
a completely different understanding of what lives in the
eye—some meet deities, others find long-dead loved ones,
and others achieve unparalleled personal power or insight.
No one account can accurately encompass the Dreamheart,
much as no dreamer can completely understand all
dreams.

DREAM TRAVEL
Transmutation
Level: Sor/Wiz 8
Components: V. S
Casting Time: 1 action
Range: Touch
Targets: You plus one additional creature touched per level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You and any creature you touch are drawn along a crystal arc of
reverie to the edge of conscious thought and into the Region of
Dreams. You can take more than one creature along with you
(subject to your level limit), but all must be touching each other
when you cast the spell. You physically enter the plane of
Dream, leaving nothing behind.
In Dream, you move through a menagerie of thoughts,
desires, and phantoms created by the minds of dreamers
everywhere. For every minute you move through Dream (which
is only a single round on the Material Plane), you can “wake” to
find yourself five miles displaced in the waking world. Thus, a
character can use this spell to travel rapidly by physically
entering where only dreams prowl, moving the desired distance,
and stepping back into the waking world. You know where you
will come out in the waking world,
Dream travel can also be used to travel to other planes that
contain creatures who dream, but this requires crossing into the
Dreamheart, where you are subject to the vagaries of violent
dream realities. Transferring to another plane of existence
requires 1d4 hours on Dream (which corresponds to 1d4×6
minutes as time is measured on most other planes).
Any creatures touched by you when dream travel is cast also
makes the transition to the borders of unconscious thought.
They may opt to follow you, wander into other dreamscapes, or
stumble back into the waking world (50% chance for either of
the latter results if they are lost or abandoned by you). Creatures
unwilling to accompany you into the Region of Dreams receive a
Will saving throw, negating the effect if successful.
Note: Unlike the normal rules for dreaming, items you use,
spells you cast, and other consumables are still gone when you
return to the waking world after being under the effect of this
spell. Likewise, items you gain and experience you accumulate
while under the effect of this spell stay with you.

LUCID DREAMING (WIS; TRAINED ONLY)
Use this skill to realize that you are dreaming, consciously direct
elements of a dream, and move into other dreamscapes.
Check: Making a Lucid Dreaming check is a standard action
that provokes an attack of opportunity.
Task DC
Realize you are dreaming 5
Change one aspect of your personal dreamscape 15
Change one aspect of another's dreamscape 20
Change your personal appearance 20
Depart one dreamscape for another 15
Depart a dreamscape for the Dreamheart 25
Pull another with you into the Dreamheart *
Leave the Dreamheart 20
*You must first successfully grapple your opponent. Then,
instead of attempting to pin him or her, make a Lucid Dreaming
check (DC 25) on your next action. If you succeed, you and your
foe tumble into the Dreamheart.
Change Aspect: An aspect of a dreamscape includes
background features such as lighting, terrain, architecture of a
given building, vegetation (or lack thereof), and other relatively
innocuous characteristics of a dreamscape. You can't use Lucid
Dreaming to make a bolt of lightning strike a foe or open a pit
below an enemy.
Change Appearance: You can adopt the outward appearance
of another creature within two size categories of your own.
None of your abilities change, just your appearance.
Retry: You can make a Lucid Dreaming check once per round.
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