Dream Stuff

January 13th, 2016

Alex Riggs

Magic Market Archive

                Ready to catch some Zs? We’re currently pillow-deep in Dream Week here at Necromancers of the Northwest, and while these may or may not be the sort of items you’ve been dreaming about, they’re definitely going to make an appearance in your dreams going forward.


DREAMSTONE                 PRICE 18,000 gp
Slot none; CL 13th; Weight 1 lb.
Aura strong illusion

                This stone is small enough to fit in the palm of the hand, and is very smooth. It is engraved with numerous shallow loops and whorls, which criss-cross each other all over the stone’s surface like ripples on a pond in the rain.
                If held in the hand while sleeping, a dreamstone allows its user to communicate through dreams to the holders of other dreamstones. Once per day, while asleep, the dreamstone’s user can attempt to create a shared dreamscape including herself and up to 13 other creatures, each of which must possess his own dreamstone. The user can create an open invitation, allowing any dreamstone user to appear within her shared dreamscape, or she can specifically invite known individuals (in which case she must be able to provide enough information to make it clear exactly who it is she is inviting). A creature with the Lucid Dreamer feat counts as having a dreamstone in his possession for this purpose. Once the shared dreamscape is created, it persists for 130 minutes.

Construction Requirements       Cost 9,000 gp

Craft Wondrous Item, dream councilOA


DREAM POWDER                           PRICE 35,000 gp
Slot none; CL 9th; Weight 3 lbs.
Aura moderate illusion

                This powder sparkles in the light, and seems to shimmer and shift from cobalt blue to turquoise. It is very fine, and smells faintly of vanilla. A single bag of dream powder contains 50 charges’ worth of the powder. A character can draw up to 3 doses of powder from the bag as a single standard action, and can apply up to 3 doses to a single adjacent creature with another standard action. If the target is unwilling, a melee touch attack is required. Alternatively, the character can apply up to 3 doses to a character that is further away by making a ranged touch attack against that character. The range increment for the dust is 5 feet, and it has a maximum range of 30 feet. Throwing the dust in this way is also a standard action.
                A single dose of dream powder allows a creature that is not normally capable of dreaming (such as those that don’t sleep) to do so for 24 hours. The dream powder does not force the target to fall asleep, but allows him to do so if he concentrates for 1 minute. This allows the target to be the recipient of spells such as dream.
                Two doses of dream powder can be used to replicate the spell dream. The creature that the powder is used on becomes the messenger for the dream spell.
                Five doses of dream powder can be used to replicate the spell dream travel. The dream travel effect is delayed until 1 minute after the dream powder is used. During this time, any creature that is affected by a dose of dream powder from the same bag of dream powder will be affected as though she were an additional target of the dream travel spell. When using dream travel in this way, the creature on which the five doses of dream powder were used rolls twice to determine how accurate her arrival is, and takes whichever result she prefers.

Construction Requirements       Cost 17,500 gp

Craft Wondrous Item, dream


MASK OF NIGHT TERRORS                       PRICE 60,000 gp
Slot head; CL 9th; Weight 8 lbs.
Aura moderate illusion

                These wooden masks are far heavier than they seem like they should be, and are carved into fearsome and terrifying visages, typically of highly stylized monsters that one might expect to find in a terrifying nightmare, although sometimes they take the guise of particular individuals, instead.
                A mask of night terrors functions only while its wearer is asleep. If the mask is worn while sleeping, the wearer is plagued by horrific nightmares that draw from his subconscious fears, making each nightmare personalized to his own anxieties and traumas. This functions as the spell nightmare, except that the DC to resist this effect is equal to 10 + 1/2 the wearer’s Hit Dice + the wearer’s Charisma modifier, to a maximum DC of 20.
                If the wearer successfully resists the nightmare effect, he confronts his fears, and awakens invigorated and ready for anything. He is affected as though by the spell good hope until the next time that he rests, or until he becomes affected by a fear effect, whichever comes first.

Construction Requirements       Cost 30,000 gp

Craft Wondrous Item, good hope, nightmare