Advertisement
castfromhp

Dream Ideas

Mar 26th, 2018
176
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.51 KB | None | 0 0
  1. Dream Guide - Lore
  2. Static
  3. Effect: You gain a Dream Guide, a sentient Oneroi from the Dream Realms that has taken a liking to you and chosen to bond with you. It has an appearance of your choosing, is capable of speech, and has its own personality distinct from yours. If it’s destroyed, it can be summoned again by performing a 1-Hour Ritual.
  4.  
  5. The area 1 meter around your Dream Guide is always considered to be ‘Dreamscape’ for the purposes of spells. Your Dream Guide must also remain within 20 meters of you; if it goes more than 20 meters away from you either willingly or by force, it simply teleports back to an empty space adjacent to you.
  6.  
  7. Dream Guides are mostly incorporeal - they have Resonance instead of Destiny or Health. They can be attacked, but instead of taking damage they lose 1 Resonance whenever they are attacked. Ranged attacks pass through them after dealing Resonance damage, but rolls to hit targets through a Dream Guide this way are made with Disadvantage.
  8.  
  9. Additionally, by spending 1 additional Aether, you may use your Dream Guide as the origin point for any Dream Magic you cast.
  10.  
  11. In Combat, Dream Guides have a Movement Action and act when your Mage does.
  12.  
  13. Dream Guide - Oneroi
  14. Movement: 6
  15. Resonance: 5+1 for each step above 1d4 your Dream Magic Skill is.
  16. Immune to status afflictions and shit but still loses Resonance from those attacks.
  17.  
  18. You may grant your Dream Guide one of the following traits;
  19. Flying: Small sized, can fly
  20. - Dream Flickers: Takes Mage's Quick Action. 1 Aether + 1 Resonance. Pick a target within 4 meters. Your Mage has Advantage against that target when casting Dream Magic this turn, and they may roll twice and take their preferred result when rolling 1d6 for Dream Magic effects. Once per Scene per target.
  21. Large: +3 Resonance, large sized, can be ridden.
  22. - Manifestation: Takes Mage's Move or Standard Action. 2 Aether + 1 Resonance. Your Dream Guide gains physical form for one round in a burst of volatile dream magic. All adjacent foes who Move away from it or attack a target besides your Dream Guide take 1d6+2 true damage and suffer Disadvantage on those attacks. Can only be used once every other turn.
  23. Passing: Can pass as a normal animal or even human, is not limited to being within 20 meters of you.
  24. - Shared Dream: Takes Mage's Quick Action. 2 Aether + 2 Resonance. For one round, allies gain any benefits you do from being in Dreamscapes and are immune to negative effects. During this round, you may have one self-targeting Dream spell affect an ally instead.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement