Dream Walls

Cleric Base, Channeling

This spell list is primarly used for protecting someone's dreams from intrusion, and for getting rid of unwanted interference. It can also, however, be put to good use invading the minds of others and should be considered a definite maybe for any would-be usurper of dreams.

LevelSpellArea Of EffectDurationRangeType
1Dream Sentry I1 dreamP10'F
2Detect Visitor5'R1 min/lvl(C)100'P
3Dream Sentry II1 dreamP10'F
4Monitor Dream1 dreamCtouchP
5Expell Visitor I1 visitor-50'Fm
6Waiting Wall1 spellP-U
7Terminate Dream1 dream-touchFm
8Dream Sentry III1 dreamP10'F
9True Insomnia1 targetPtouchFm
10Dream Barrier I1 dreamCtouchF
11Expell Visitor II1 visitor1 day50'Fm
12Prolonged Protection1 dream8 hourstouchU
13Dream Sentry IV1 dreamP10'F
14Dream Barrier II1 dreamCtouchF
15Dream Perimeter1 dreamPtouchF
16Expell Visitor III1 visitor1 day50'Fm
18Dream Sentry V1 dreamP10'F
20Dream Fortress1 spellPtouchU
25Expell Visitor True1 visitorP50'Fm
30Dream Garrison1 dreamPtouchF
50Dream Perimeter True1 dreamPtouchF

1. Dream Sentry I

This spell creates a special type of dream fragment - a dream creature with a purpose outside of that of the dream itself. This creature will seek out and attack visitors within the dream. It is considered to have a skill bonus equal to five times its level when it comes to detecting visitors. The caster may designate one specific visitor per level of the creature that will be spared the creature's wrath. The creature will attempt not to interfere with the dream itself, but will do so if it proves necessary in order to get rid an unwanted visitor. The creature will exist until it is destroyed or the dream it was created in ends. The sentry created with this spell cannot be higher than first level (a class I entity). It will have physical and combat stats comparable to a created undead of its own level.

2. Detect Visitor

Cast from within a dream, detects the presence of any visitor. Caster can concentrate on a 5'R area of the dream every round.

3. Dream Sentry II

As Dream Sentry I, except max creature level is 3 (a class II entity).

4. Monitor Dream

Caster goes into a trance where he can monitor the entry or exit of visitors in a dream. If any visitor enters or exits the dream, the caster will know that this has happened. No details are learned, only the number of visitors and whether they entered or left. The caster does specifically not learn who it was or where they are/were.

5. Expell Visitor I

If target visitor does not resist, he is immediately expelled from the dream. He will typically end up in another dream that is similar.

6. Waiting Wall

When cast prior to the casting of any other spell (which must be cast within one minute of casting "Waiting Wall"), the actual effect of the second spell is delayed. Alternatively, this spell can be cast without an accompanying spell, in which case it will simply alert the caster that the trigger action occurs. The duration is until the spell is triggered, or until the dream it is cast in ends. The spell may trigger on any one of the following conditions; time, a specific observable occurrence or information that could be gleaned through the use of "Detect Visitor" or "Monitor Dream". Note that if a "Detect Visitor" trigger is chosen, a specific non-moving 5'R must be chosen and this area will be constantly monitored. The caster need not cast or pay power points for the detection spells if such a trigger is chosen - it is built into this spell.

While it may be tempting to use this spell to delay an "Expell Visitor" spell on a "Monitor Dream" type of trigger, that will not work. "Monitor Dream" does not supply the information needed to accurately target the visitor and so the "Expell Visitor" spell will fizzle. One could in stead use a "Detect Visitor" trigger, but this does of course quite drastically limit the area that can be monitored.

It is possibly to nest "Waiting Wall" spells for sophisticated effects. That is, one could cast a "Waiting Wall" spell that triggers on a "Monitor Dream" trigger of "a visitor has entered the dream". The spell triggered could be another "Waiting Wall" spell set up to trigger on "Detect Visitor" and launch an "Expell Visitor" spell when a visitor is detected. While it is not clear why this particular case would be useful, it does illustrate the concept.

A common spell mastering of this spell might be to introduce other means of triggering. For instance, one might want the spell to trigger when the sun in the real world comes out from behind the clouds. This information is not readily available within the dream world and so the caster would have to join this spell with either another spell or else some unconventional forms of perception to detect that occurrence. In these cases, this spell should be considered to have been originally designed with these cases in mind, and so introducing new forms of triggers into it shouldn't be excessively difficult. In the cases when these triggers rely upon another spell known by the caster, he may need to cast that spell in addition to this one. This costs extra power points and it might make him a bit pressed for time as he only has one minute from the casting of this spell until he must cast the waiting spell. This puts a natural limit on how many fancy effects he can introduce.

7. Terminate Dream

The dreamer gets to resist this spell. If the spell is successful, the targetted dream ends. The dreamer will most often enter a new dream, but may awaken at the GM's discretion. Any visitors within the old dream will be expelled as it ends and will have to track down the new dream if they want back to the same dreamer.

8. Dream Sentry III

As Dream Sentry I, except max creature level is 6 (a class III entity).

9. True Insomnia

While under the effect of this spell, the target is completely incapable of falling asleep. After suffering the effect of this spell for two days, the target is at -25 to all actions. If the effect continues for a prolonged period of time, the target risks losing his mind. This spell will detect as a curse and is dispellable as such.

Some times the cure is as bad as the disease, but if you have demons infesting your dreams, "True Insomnia" may be just what the doctor ordered.

10. Dream Barrier I

A magical barrier is erected around the dream that prevents visitors from entering it. It does not prevent visitors from leaving. Anyone attempting to enter the dream will need to resist this spell or their attempt will fail.

11. Expell Visitor II

As Expell Visitor I, except that the target, if he does not resist, may not reenter the dream for a period of one day. Should the dreamer start dreaming another dream, however, the visitor may enter that dream whether a day has passed or not. Note that "Prolonged Protection" will not affect this. This effect will register as a curse on the target and may be dispelled as such.

For most dreams, one day is much longer than the dream is ever going to last.

12. Prolonged Protection

This spell can be used to enhance other spells from this list. Any spell on this list that would normally end when a dream ends will have its duration extended to the duration of this spell. In order to achieve this effect, this spell must be cast prior to and within one minute of the spell to be affected.

This spell will not affect other factors that might cause a spell to end. As an example, if a "Waiting Wall" spell terminates due to it being triggered, then this spell will not cause it to live on. The "Waiting Wall" spell will, however, last a full 8 hours if nothing should happen to trigger it until then.

13. Dream Sentry IV

As Dream Sentry I, except max creature level is 9 (a class IV entity).

14. Dream Barrier II

As "Dream Barrier I", except anyone failing will also receive a A shock critical. The main purpose of this is to cause them to end up in a dream with a strong "pain" concept, which can be pretty nasty. Visitors for which pain does not exist (undead or entities without physical bodies perhaps) are immune to this effect.

15. Dream Perimeter

This spell sets up a perimeter around a dream through which any visitor that wishes to enter or leave must pass. As they do so, they must resist this spell or be immobilized for 1 minute per 10% failure. While they are immobilized, they will not be able to hide or otherwise meld into the dream and so they will be easier to find. This spell lasts until the end of the dream in which it was cast.

This spell works well in combination with roaming Dream Sentries.

16. Expell Visitor III

As "Expell Visitor II", except the target may not return to any dream of the dreamer for the duration. It is still possible to dispell this effect as a curse.

18. Dream Sentry V

As Dream Sentry I, except max creature level is 13 (a class V entity).

20. Dream Fortress

When cast before a "Dream Barrier" spell, the target spell will last until the end of the dream it was cast in. The target spell must be cast within one minute of this spell.

25. Expell Visitor True

As "Expell Visitor III", except for duration. It is still possible to dispell this effect as a curse.

30. Dream Garrison

As "Dream Sentry I", except a number of sentries can be created at once. The total entity class of all sentries combined may not exceed the level of the caster and any one sentry may not be above entity class V (13th level). The sentries created from one casting of this spell will function together much like a military unit and will not stray far from one another.

50. Dream Perimeter True

As "Dream Perimeter", except the effect suffered is not immobilization. Rather, the caster may choose a spell he is capable of casting that will affect any non-resisting targets. The caster must expend the PPs for this spell as he chooses to use it, but does not need to actually cast it (that is handled by this spell). The target needs to resist the spell chosen for him, not the "Dream Perimeter True" spell. The caster may either designate one single spell that will be used on all intruders, or he may elect to choose a different spell per occurrence. The caster will be aware when a visitor passes through the barrier, but will not know who it is or where he is located.

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.