Alter Dreams

Cleric Base, Channeling

This list focuses on the gradual altering of a dream to twist it into a dream more to the spell caster's liking. This can be used both to the benefit and to the detriment of the actual dreamer. If one wants to use the effects from this list to affect the dreamer's psyche in some way, they are best combined with psychology skills and some planning and research.

LevelSpellArea Of EffectDurationRangeType
1Enter Dreams IselfCselfUm
2Gauge Dream1 dream-touchUm
3Mutate Concept I1 dreamPtouchFm
4Tweak Concept I1 dreamPtouchFm
5Reinforce Concept I1 dreamPtouchUm
6Weaken Concept I1 dreamPtouchFm
7Remove Concept I1 dreamPtouchFm
8Add Concept I1 dreamPtouchFm
9Shifting Concept I1 dreamPtouchFm
10Mutate Concept III1 dreamPtouchFm
11Tweak Concept III1 dreamPtouchFm
12Reinforce Concept III1 dreamPtouchUm
13Weaken Concept V1 dreamPtouchFm
14Remove Concept II1 dreamPtouchFm
15Add Concept II1 dreamPtouchFm
16Shifting Concept III1 dreamPtouchFm
17Mutate Concept True1 dreamPtouchFm
18Add Concept True1 dreamPtouchFm
19Remove Concept True1 dreamPtouchFm
20Warp Concept1 dreamPtouchFm
25Control Concept1 dreamCtouchFm
30Conceptual Fortress1 dreamPtouchUm
50Dream Masterself1 rnd/levelselfU

1. Enter Dreams I

This spell is normally used to track down the dream that the caster wishes to affect. The spell gives the caster a weak mental link into the dream world through which he can navigate dreams. The link does not yield much in the way of details, and precise identification of objects within the dream world is impossible. Only general ideas are transmitted. The skill "Area Knowledge: Dream World" is used to navigate the dream world, but a penalty of -20 is applied due to the low quality of the link. Note that the maintaining of concentration on this spell may cause additional negative modifiers to be applied to the navigation skill roll, as well as other activities undertaken within dreams.

The serious dreamlord will employ spells on the Dream Traveller spell list for less restricted access to the Dream World.

2. Gauge Dream

The caster receives an overview of the concepts that are in force in the dream he is currently visiting, and the sizes of each concept. He does not gain any understanding of the resilience of the concepts, however.

3. Mutate Concept I

Allows the caster to cause one single concept within a dream to be mutated. The caster has no control over the direction of the mutation. The change will be one degree in a random direction.

4. Tweak Concept I

Allows the caster to alter one single dream concept by one degree in the direction of his choosing.

5. Reinforce Concept I

Increases one single dream concept's resilience by 5. Any attempts to tweak or mutate this concept in the future are therefore awarded a special -5 penalty.

6. Weaken Concept I

Decreases any one single dream concept's resilience by 5. Any attempts to tweak or mutate this concept in the future are therefore awarded a +5 bonus.

7. Remove Concept I

This spell can completely remove a dream concept, regardless of the size of the concept. The dream is awarded a special +5 per size of the concept to resist this spell. A concept that is successfully removed stops playing any part in the dream, potentially changing the very contents of the dream.

8. Add Concept I

Adds a new size 1 concept to the dream. The concept needs to not be in conflict with any concepts already present within the dream. While a size 1 concept isn't going to impress anyone, its appearance will have some impact upon the contents of the dream.

9. Shifting Concept I

The caster may preprogram a repeatedly shifting nature of one single dream concept. The shifting may at most change a concept's size by one degree every five minutes. The direction of all future shifts for one single casting of this spell must be determined at the time of casting. Note that a "shifting" is considered a spell effect every time it occurs and so the casting of additional spells on the affected dream concept will cause the dream to become unstable. A period during which the caster has elected a shift not to occur, however, is safe for casting other spells on that concept.

10. Mutate Concept III

As Mutate Concept I, except will shift the concept 1d3 sizes in a random diretion.

11. Tweak Concept III

As Tweak Concept I, except can shift the concept 1-3 sizes in any direction, as the caster wishes.

12. Reinforce Concept III

As Reinforce Concept I, except bonus is +25

13. Weaken Concept V

As Weaken Concept I, except malus is -25.

14. Remove Concept II

As Remove Concept I, except removal attempt only gets -3 per size of the concept being removed.

15. Add Concept II

As Add Concept I, except the new concept can start at any size from 1-5, as the caster wishes.

16. Shifting Concept III

As Shifting Concept I, except max shift is 3 per five minute period.

17. Mutate Concept True

As Mutate Concept I, except the concept gains a random new size from 1-10.

18. Add Concept True

As Add Concept I, except the new concept may have any size from 1 to 10, as the caster desires.

19. Remove Concept True

As Remove Concept I, except the malus is -1 per size of the concept.

20. Warp Concept

The fundamental nature of any one concept is changed semi-randomly. The change will generally be towards a diametrically opposite concept, so that a size 5 "anger" concept might warp into a size 5 "joy" concept. The size remains the same and the concept retains any resilience bonues/maluses.

25. Control Concept

The caster gains full conscious control of any one concept and may change its size from round to round without endangering the stability of the dream. Its fundamental nature may not be changed.

30. Conceptual Fortress

Any one concept is rendered completely immune to spell effects from this list (or similar lists).

50. Dream Master

The caster may cast any one spell from this list that is 20th level or lower every round for the duration of this spell.

Special Notes:

1. In order to cast most of the spells on this list, the caster must "touch" the target, which is "1 dream". To "touch a dream", the caster must either be inside of that dream (by way of some dream travelling magic, such as the spell "Enter Dreams I"), or he must touch the actual dreamer that is having the dream in question.

2. A dream's foundation is the concepts upon which it is based. The set of possible concepts is huge and certainly too large for us to enumerate here. Examples, however, may include "hungry", "fear", "beauty", "friendship", "pain", "confusion", "mother", etc. All dreams are based on at least one concept, most will have 3-4 or more. Each concept in a dream has a "size" that varies from 1 (almost insignificant impact) to 10 (totally dominates). A concept may not be grown beyond 10 nor may it be shrunk beneath 1 (although it can certainly be removed, which is something else entirely). The actual dream as seen by the dreamer (and any visitor) is only the visual/mental manifestation of the concepts that drive the dream.

3. It is important to appreciate the difference between concept "size" and concept "resilience" when using this list. "Size" is a measure of the impact the concept has on the dream and is affected by the "tweak", "mutate" and "warp" spells (and indirectly by the "add" and "remove" spells). "Resilience" is a measure of how difficult it is to affect a concept by the use of spells, and is affected by the "reinforce" and "weaken" spells. It could be said that "size" is a concept's Strength stat while "resilience" is its Constituation stat.

4. Once a dream concept has been affected by one of the "tweak", "mutate", "remove", "add" or "warp" spells on its list, it may not be affected again for a period of five minutes. If an attempt is made to do so, the dream will become unstable and the dreamer will either awake or else the dream will be replaced by an entirely new one.

5. Any attempt to tweak, mutate or weaken a dream concept (actually, any F type spell on this list) needs to overcome the dream's inherent resistance to being tampered with. The dream resists with the level of the dreamer, and any applicable bonuses the dreamer can bring to bear. Note that special spells on this list may give additional bonuses/maluses.

6. Note that while the duration of some of the spells on this list is Permanent, the effect only lasts as long as the target concept does, and therefore it never outlasts the dream itself.