Friday, January 3, 2014

Relics: The Hypnopaedia or Book of Dreams

This book is the last remnant of power left in this world by the god Hypnos, Lord of Dreams.  It allows the possessor to enter and control the dreams of anyone that the user wishes.  It will also allow the user to learn or view things they could not learn in other ways.

Sleep
The Hypnopaedia can cause any creature to fall asleep at the possessors command, as long as they are in view (including views through scrying, crystal balls and the like) and they possess the book.  There is no saving throw allowed and this bypasses all magical resistance (even if protected by spells such as anti-magic shell).  This will affect even undead, magical and summoned creatures, even if they would normally be immune to sleep spells or effects.  The only exception to this is, attempts to use the book to affect Hypnos.

Possession
Its power is such that the user can trap someone in eternal dreaming and then control that person's body.  There is no saving throw allowed when the user takes over another person.  The user's own body will lie in suspended animation until they relinquish control of the victim's body.  If the user is slain while controlling another the user must make a System Shock roll or their spirit will be eternally lost in the Dreamlands.  If they succeed then the possessed body becomes theirs.  The new body does not ever sleep (even magically induced sleep) and will suffer Strength, Dexterity and Constitution loss (at DM discretion) and will eventually die in 1d4 Weeks.  If the Hypnopaedia can be regained then the user can rest normally as long as they possess and continue to use the book for this purpose.

Knowing
The true power of the Hypnopaedia is that it allows a sleeper to gain knowledge and see things normally unseen and remember them.  Should this power be utilized the user can learn a new proficiency or increase a thieves skill or learn a new prayer/spell, etc. in one weeks time of using the book.

Seeing
To see the unseen the user has to take a Dream Quest in which they can travel to any time or any place.  Thus allowing them to view events that have unfolded or will unfold.  Granted the view of these events will be somewhat obscured by dream logic, as the view is from the Dreamlands.  Therefore there is a 75% chance that events viewed are interpreted incorrectly by the user (modified by Wisdom, if the user gets a bonus of +1 to Mind Effects they are granted a -10% bonus, +2 a -20% bonus, etc. to correctly interpret the viewing).

Dangers
The drawbacks of using the Hypnopaedia is that the more it is used, the more sleep that is needed.  For every use of the Hypnopaedia the user requires a cumulative 1% more rest each night.  When the user reaches 100% they cannot awaken from sleep without the use of the book.  This means that if the book is stolen from them while asleep they are forever trapped in the Dreamlands, unless they can somehow regain physical use of the book. Should they lose possession of the Hypnopaedia while awake they will be unable to sleep until the book is regained or they die of exhaustion as per the Possession drawback.

The Hypnopaedia
Appearance
When found, the Hypnopaedia will be resting on a Titan sized bed. A stone pillow will have a large metal bound book upon it. The locking mechanism is of the finest craftsmanship. Within the golden gilt edge pages are embossed indecipherable glyphs. If more than a few of the pages (2d4) are viewed everyone within a 50' radius will be absorbed into the book and it will lock itself again. This trap only absorbs living beings and not their clothing or equipment.
To avoid this false Hypnopaedia will require a Religion proficiency check at a -8 penalty or a Wisdom check at -10, as the true Hypnopaedia is the stone pillow. Spells like Detect Magic, Identify, Legend Lore and such, are useless in identifying the Hypnopaedia as it appears to be but a stone.