本站点内容仅供爱好者学习研究参考,不得作为商业用途果园IP网址: 45.79.87.129 IRC: 47.104.23.230 (GB-6667/6668/6669)查看你的订阅:点击这里 查看最新帖子:点击这里最新开团寻团:招聘广场 最新跑团工具:使用指南需要注意事項:果園風紀 便捷路标指示:果园导航
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。
REGION OF DREAMSThe Region of Dreams, usually simply called Dream, iswhere dreams cavort, heedless of the waking world.Dreams once dreamt fade into obscurity, but their echoesresonate forever throughout Dream. Carcasses of particularlyvile dreams, charged with dark emotion, sometimesrampage from dreamscape to dreamscape, giving rise toterrible nightmares.Into the Region of Dreams come dreamers, whetherthey will it or not, every time they fall asleep. Their mindstake flight to the Region of Dreams. The edges of Dreamexpand and contract with temporary dreamscapes asdreamers on every plane sleep and wake. Dream wouldexist even if there were no dreamers, though.The many dreamscapes created by dreamers last but ashort time, and they rarely impinge on each other accidentally.However, there are those who knowingly walkbetween dreamscapes, doing as they will. Sometimes suchlucid dreamers pierce the very heart of Dream, whereaverage dreams dare not roam.DREAM TRAITSThe Region of Dreams has the following traits. Subjective Directional Gravity: Within most dreamscapes,the strength of gravity is the same as on theMaterial Plane, but each dreamscape can pull in adifferent direction. The subjective gravity of mostdreamscapes appears to conform to normal gravity, butother dreamscapes may have wildly different gravitytraits. Visitors who master the skill of Lucid Dreamingcan choose how the gravity of a particular dreamscapeaffects them. Flowing Time: For every 10 minutes in Dream, only 1minute passes on the Material Plane. But the nature ofthe plane makes time spent on the plane less real. Nomatter what visitors experience, only memories remainwhen they leave Dream. Spells cannot truly be cast orlearned, nor items won or lost, nor experience pointsearned when dreaming. Infinite Size: Dream is infinite, though individualdreamscapes are finite. Even a single dreamscape canseem quite large, however, depending on the nature ofthe individual dream. Highly Morphic Trait: Dreamscapes are born fromwild dream-stuff the moment a dreamer's mind plungesinto Dream. Left alone on Dream, wild dream-stuff is asephemeral as thought. But once a dreamscape solidifies,it has the alterable morphic trait similar to the MaterialPlane. Visitors skilled in Lucid Dreaming may be able tomorph a dreamscape more to their own liking. No Elemental or Energy Traits. Mildly Neutral-Aligned. Normal Magic: Spells can be cast normally, but travelerswho leave Dream discover that any spells they usedon the plane weren't really cast (they still have them asprepared spells or available spell slots). Similarly, anyspells still in effect when a traveler leaves Dream aregone as if they were never cast.DREAM LINKSThe Region of Dreams is coterminous to the Materialplane and whatever Transitive, Inner, or Outer Planes youdesire. The easiest method of reaching Dream is throughthe Portal of Sleep, which living creatures the multiverseover access without conscious thought while theyslumber.When sleep claims a living mind, the consciousness ofthe sleeper comes to the Region of Dreams, and thedreamer enters into his or her own dreamscape. The bodyremains on the Material Plane, but the mind wanders as adiscrete entity within a dreamscape. When the sleeperwakes, the mind returns to the body, and the dreamscapeusually fades into undifferentiated dream-stuff. Sometimesdreamscapes linger and pass into the Dreamheart, takingon a more permanent reality.Dreamwalkers—frequent visitors to the Region ofDream—can enter Dream through the Portal of Sleep likeany dreamer, or they can pass bodily into dreams byfinding rare physical portals into Dream or casting thedream travel spellDREAM INHABITANTSAll manner of creatures are found in Dream, ranging fromsmall animals to abominable nightmares. Dreamers runthe gamut as well, though dreamscapes of similar creaturesare generally clustered together like archipelagoes in a seaof wild dream-stuff.MOVEMENT AND COMBATMovement within a dreamscape is often like that on theMaterial Plane. But the rules can vary from dreamscape todreamscape. In one dreamscape, every creature might flyfrom place to place, and in the next, swimming might bethe only mode of transport.Moving between dreamscapes is intentionally doneonly by dreamwalkers who have entered Dream via dreamtravel or who are using the Lucid Dreaming skill. Atraveler can hop from dreamscape to dreamscape or aimfor the Dreamheart itself. Although dreamscapes don'tusually overlap, dreamwalkers can find places where theborders are thin enough that a single step transfers thetraveler from one dreamscape to the next.The passage between dreamscapes is a gradual change,not a sudden wrenching. As the traveler approaches theborder of the dreamscape, the surroundings become moreand more like the neighboring dreamscape, while featuresof the current dreamscape are less noticeable. Eventually,the dreamwalker has passed wholly into the newdreamscape. A dreamwalker, like any dreamer, can “wakeup” to leave Dream entirely.Waking Up: A dreamer or dreamwalker can attempt towake up from a threatening dreamscape as a moveequivalentaction by succeeding at a Wisdom check (DC10). When the dreamer who created the dreamscapeawakens, the dreamscape bursts. Any other visitors aresent headlong into the nearest dreamscape. When adreamwalker wakes, the dreamscape and the originaldreamer are unaffected.FEATURES OF THE REGION OF DREAMSIn a cosmology with the Region of Dreams, your dreamscan indeed hurt you. Of course, most mortals live out theirlives without coming to any harm in the great untamedwildness of Dream, but some are not so lucky.When an average dreamer enters Dream, she retains allher abilities and even gains dream-stuff equivalents ofcarried or worn items. Likewise, her hit points, abilityscores, and all other values are exactly as they were beforeshe fell asleep. For example, if she is a 5th-level wizardwith a wand of lightning, she can use both her spells andher wand in Dream. When she wakes up, she'll find thatshe neither cast any prepared spells nor expended chargesfrom her wand.If a dreamer or dreamwalker dies in a dreamscape, shewakes immediately with a hammering heart but is otherwiseunharmed. A dreamer or dreamwalker pulled slain inthe Dreamhean also dies on the Material Plane. Worse,their spirits are snared forever at the heart of Dream, soraise dead and resurrection spells don't work.DreamscapesMany dreamscapes are small-no more than two or threerooms in a drab building, a small clearing in a stormwrackedforest, or a mist-shrouded rural crossroads. Otherdreamscapes extend for miles and contain all manner ofoddities, architecture, and inhabitants. However, alldreamscapes share one feature: the dreamer.The dreamer's unconscious mind forms the dreamscape,which the dreamer then moves through, usuallyunconscious of the fact that he is dreaming at all. Thedreamer alters large or small aspects of his personaldreamscape, though he never does so consciously unlesstrained in Lucid Dreaming. Dreamscapes usually burstwhen the dreamer awakens, although occasionallydreamscapes linger or survive permanently under unusualcircumstances or magic.In extremely rare cases, a dreamscape ruptures, sendingits pieces and visitors into other dreamscapes or onto theMaterial Plane. Objects from ruptured dreamscapesusually last 1d% hours on the Material Plane, but 1% ofthem achieve permanent reality. An example of apermanent dreamscape is described below.Anavaree: This permanent dreamscape is an idylliclandscape lit by a golden sun. Grass, trees, and small lakesare visible within the perimeter of a wooded glen. Smallbirds fly from tree to tree, twittering beautiful songs. Inthe center of the clearing is a hill holding a playground. Amassive bronze dragon surrounds the hill, sleepingpeacefully. Ana, the dreamer, plays in the playground.When Ana smiles, the sun brightens. When she laughs,rainbows dance. On the other hand, her frowns bringclouds and her tears bring rain. Worst of all, her angercauses lightning to touch down. Ana doesn't realize thatshe's dreaming. She hasn't really given her situation muchthought-a common attitude for dreamers in their dreamscapes. The dragon, “Grumpy,” remains asleep unless Anais threatened.In fact, Ana's physical body exists in stasis upon the faceof a red, dead world where no breath is possible. She is theonly survivor of a colonization attempt from anotherworld that fell from the sky to smash and bum in the redsands. Within the depths of a massive crater, now longcooled, lies Ana's stasis chamber. By some miracle ofchance or fate. it remains undamaged and functioning. Butthe woman inside suffered mental trauma and nowpossesses the mind of a young girl—a young girl in anenforced sleep who continues to dream. Ana is unaware ofher real body or of the fate of her fellow colonists; she hasbeen playing unconcernedly in the dreamscape for years.The dragon knows the truth, however.The DreamheartThe dreamscapes, in all their infinite numbers, are onlythe edge of Dream. They border the Dreamheart, a realmwhere dreamers can die.The Dreamhean is a roiling boil of dream-born landscapesthat melt, burn, grow, and dissolve without anyrhyme or reason. Balls of fire, pockets of air, chunks ofearth, and waves of water battle against each other. Amidthe chaos, half-melted dreamscapes drift—lakes, buildings,streets, strange creatures, and small islands. Someprovide shelter against the tempest, but others are open toits deadly effects. These are dreamscapes that have beenpulled into the Dreamheart, usually after their dreamershave awakened.Waking up in the Dreamheart is more difficult, requiringa Wisdom check (DC 18).In the Dreamheart, a random flare of fire, electricity, orflood can take the life of a dreamwalker at any moment.Likewise, a dream-born creature can swoop out of thechaos and eat an inexperienced traveler. When deathcomes in the Dreamheart, it affects the physical body aswell.Dreamheart Tempest: Unless sheltered by a soliddreamscape, exposure to the tempest deals 25 points ofdamage each round: 5 points each of sonic, electricity,cold, fire, and acid damage.Like any storm, the tempest of the Dreamheart has aneye. If there is any mind, deity, or purpose in the Regionof Dreams, it can be found in the Eye of the DreamheartTempest. But each character who visits it comes away witha completely different understanding of what lives in theeye—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 alldreams.DREAM TRAVELTransmutationLevel: Sor/Wiz 8Components: V. SCasting Time: 1 actionRange: TouchTargets: You plus one additional creature touched per levelDuration: 1 hour/level (D)Saving Throw: Will negates (harmless)Spell Resistance: YesYou and any creature you touch are drawn along a crystal arc ofreverie to the edge of conscious thought and into the Region ofDreams. You can take more than one creature along with you(subject to your level limit), but all must be touching each otherwhen you cast the spell. You physically enter the plane ofDream, leaving nothing behind.In Dream, you move through a menagerie of thoughts,desires, and phantoms created by the minds of dreamerseverywhere. For every minute you move through Dream (whichis only a single round on the Material Plane), you can “wake” tofind yourself five miles displaced in the waking world. Thus, acharacter can use this spell to travel rapidly by physicallyentering where only dreams prowl, moving the desired distance,and stepping back into the waking world. You know where youwill come out in the waking world,Dream travel can also be used to travel to other planes thatcontain creatures who dream, but this requires crossing into theDreamheart, where you are subject to the vagaries of violentdream realities. Transferring to another plane of existencerequires 1d4 hours on Dream (which corresponds to 1d4×6minutes as time is measured on most other planes).Any creatures touched by you when dream travel is cast alsomakes the transition to the borders of unconscious thought.They may opt to follow you, wander into other dreamscapes, orstumble back into the waking world (50% chance for either ofthe latter results if they are lost or abandoned by you). Creaturesunwilling to accompany you into the Region of Dreams receive aWill 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 youreturn to the waking world after being under the effect of thisspell. Likewise, items you gain and experience you accumulatewhile under the effect of this spell stay with you.LUCID DREAMING (WIS; TRAINED ONLY)Use this skill to realize that you are dreaming, consciously directelements of a dream, and move into other dreamscapes.Check: Making a Lucid Dreaming check is a standard actionthat provokes an attack of opportunity.Task DCRealize you are dreaming 5Change one aspect of your personal dreamscape 15Change one aspect of another's dreamscape 20Change your personal appearance 20Depart one dreamscape for another 15Depart a dreamscape for the Dreamheart 25Pull 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 Dreamingcheck (DC 25) on your next action. If you succeed, you and yourfoe tumble into the Dreamheart.Change Aspect: An aspect of a dreamscape includesbackground features such as lighting, terrain, architecture of agiven building, vegetation (or lack thereof), and other relativelyinnocuous characteristics of a dreamscape. You can't use LucidDreaming to make a bolt of lightning strike a foe or open a pitbelow an enemy.Change Appearance: You can adopt the outward appearanceof 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.