NOTE: This page has been drastically rewritten and clarified. As we play within the dream dimensions, honing these rules will likely take place.
Absalom, Varisa, the Inner Sea region, and the farther stretches of the planet of Golarion that we will encounter all takes place within the Material Plane. Earth would considered a part of this plane. It’s what you can see, touch, smell, and feel in the waking world.
Those characters with spellcasting classes and any supernatural or extraordinary abilities use the core rules as written in when in the Material Plane.
Dimension of Dreams
When someone in the Material Plane, or any other plane for that matter sleeps or goes into a trance to rest, their subconscious enters the demiplane known as the Dimension of Dreams. Your body in the Material Plane will be shown as still or may experience REM (Rapid Eye Movement), as we call it on Earth. This dimension is entirely composed and created by dreamers. It always exists as long as there is at least one person dreaming at any given time. The dimension appears like the Material Plane, but not exactly. Beings who come in and out of sleep bring about their experiences of the day, whether peaceful or turmultous, which can change the landscape and/or events that take place. Sometimes this is subtle; other times quite dramatic. Very focused dream magic is required to create areas immune to such changes, such as the Resplendent Lodge.
Most who visit do not even realize they are in the Dimension of Dreams. Those who are cognitive enough are known as lucid dreamers, or dreamspinners, ones who through dream magic and careful harnessing can shape the very fabric of the plane itself. Some through enough training even create new pockets of unreality. Dreamspinners, with enough practice, can learn to anchor themselves to a particular area of the Dimension of Dreams. Sometimes this is done subconsciously, explaining how we can occasionally repeat a dream. Once a dreamer realizes this, they can begin to experiment and alter their surroundings. Anchoring takes a tremendous amount of work unless you have trained your dreamspinning skill extremely well. The wayspinner makes the travel to this dimension much easier.
Those characters with spellcasting classes have a few rule changes that differ from the core. The moment they enter the Dimension of Dreams is equivalent to fulfilling what is needed to regain spells on their spell list. No time is needed to meditate. Dreamspinners that cast spells can conjure one additional use for each spell. So if you prepared Cure Light Wounds, you may cast it again as if you prepared it twice. A character must rest or sleep while in the Dimension of Dreams to regain their spells. During this time, the character may access a pocket dream. Spell uses in either the Dimension of Dreams or a pocket dream do not count towards uses in the Material Plane. Some effects however, specifically those dealing with fear can still carry over.
Supernatural or extraordinary abilities from any class, such as ones that can only be used x/day work the same way as they do in the Material Plane. The moment a character enters, it is treated as having rested and your ability is regained. Dreamspinners that have these abilities can conjure one additional use per day. This number is seperate from that used in the Material Plane.
Regardless of actions in either the Dimension of Dreams or a pocket dream, if a character does not fulfill the core rules of rest and meditation to regain their expended spells or abilities, they cannot gain them back until they’ve done so.
Armor, weapons, and items which existed on their person in the Material Plane when they enter the Dimension of Dreams come with them. Any items used like bombs, daggers, potions, flasks, etc that are used in the Dimension of Dreams are not actually used up in the Material Plane. Items acquired while inside the Dimension of Dreams cannot be brought back into the Material Plane unless some other means is found.
It is possible, through either assistance of a dreamweaver, dream spell, or other magic to enter a created dream that we’ll call a pocket dream. This is a generally a smaller, less stable version of the Dimension of Dreams. By smaller, we do not necessarily speak in the spacial sense, but more of the number of dreamers who inhabit it at any given time. Pocket dreams cannot be entered without first entering the Dimension of Dreams.
Pocket dreams are planes created within a host dreamer’s own mind. They function as if going one level deeper into the Dimension of Dreams (See Wakey, Wakey section). These pockets are unstable and collapse when the host dreamer fully awakens or when the dreamspinner who created the pocket dream chooses to collapse it from their original plane. Dreamspinners who enter a host dreamer’s mind may in certain cases not want to know or let on to the host dreamer that they are in fact in a dream. This is often used to ascertain certain information that would normally be harder to glean from the individual. A host, upon realization that they are dreaming may either attempt to wake up, potentially collapsing a dream or utilize their own inherent dreamspinning abilities and combat those that may threaten them. The effects of how these events manifest differs from dream to dream. Waking up from a pocket dream finds the dreamer in the Dimension of Dreams, where they must then wake up from that to return to the Material Plane.
Aside from dreamers, shades also exist in pocket dreams. Shades are not actually avatars of dreamers, but come from memories of whomever the host dreamer conjures. Disabling or killing them would not wake up a particular dreamer as they’re merely the fabric of a host’s imagination or memory. Death or tragedy depicted of a shade however, depending on the relationship to the host, could be a cause of concern to dreamspinners infiltrating a host’s dream, leading to dream collapse or other complication.
Anchoring oneself to a specific location within a pocket dream (outside of the demiplanes created within the Resplendent Lodge) is not known to be possible. Returning to a pocket dream from which death occured, as discussed in Wakey, Wakey, is forbidden.
Spellcasters and characters with supernatural or extraordinary abilities follow the same rules listed under the Dimension of Dreams section above, accept that the use count also works off its own list. If a character does not fulfill the core rules of rest and meditation to regain their expended spells or abilities, they cannot gain them back when they return to the Dimension of Dreams level. Spell uses in a pocket dream do not count towards uses in the Material Plane. Some effects however, specifically those dealing with fear can still carry over.
Armor, weapons, and items which existed on their person in the Material Plane when they enter a pocket dream come with them. Any items used like bombs, daggers, potions, flasks, etc that are used in a pocket dream are not actually used up when they return to the Dimension of Dreams or the Material Plane. Items acquired while inside a pocket dream can be brought back in the the Dimension of Dreams, but cannot be brought back into the Material Plane unless some other means is found.
Dreamspinning is a skill that allows dreamers to make conscious efforts to shape and control the unreality around them. While it does not allow them to control the very effects of sleep or the plane they inhabit itself, they can influence their surroundings in a variety of ways. Dream magic allows spellcasters like Cephor to send the party into and out of dream planes. Dreamspinning skill, should you utilize it, helps to shape your experience while inside a dream. Gaining additional ranks in this skill past what has been given to you is completely optional not required to complete quests that take place in a dream.
Dreamspinning skill is a free trained skill; revealed to the party at character level 2. This does not count towards your allotted class skills, meaning the base number (plus INT modifier from your selected class) does not count your Dreamspinning slot. The first 5 ranks (1 as if picked at first level + 3 as if trained skill + 1 rank from second character level) are given for free. Any additional ranks after must be calculated with your other skill ranks as normal per the core rules. The rationale here is: you’ve tapped your potential as a dreamspinner, but depending if you want your character to simply be at minimum, aiding others in Dreamspinning checks; or reshaping the environs around you.
Dreamspinning (Wis; Trained Only)
This skill allows a dreamer to directly manipulate the dream-matter around them. You can use this skill to realize you are dreaming, consciously direct or manipulate elements of a dream, and to move into other dream pockets.
Check: Making a Dreamspinning check is a free action that does not provoke an attack of opportunity.
Realize you are dreaming DC 5
Recall key information about the Dimension of Dreams or a particular pocket dream after having left or awakened. You may substitute a Knowledge: Planes roll for this check. DC 5
Enter the Dimension of Dreams where you were last anchored, requiring possession of a wayspinner on your person. This requires you to be asleep or unconscious. DC 10
Transport from one dream dimension to another, provided another pocket exists. If not, the dreamer defaults to last location from which they departed the Dimension of Dreams. DC 20
Keep yourself from dying in a dream forcing you to awaken into either the Dimension of Dreams or the Material Plane. If your HP in a dream is reduced below 0, you may attempt a check to stabilize your sleeping self. Your HP remains the same but will stop dropping. You may attempt this x times per dream day, where x equals your WIS modifier. DC 20
Change one aspect* of the dream dimension effecting you or another dreamer. DC 25
Change your personal appearance** DC 25
Enter a pocket dream on your own without assistance of a dreamweaver. DC 30
*Change Aspect: An aspect of a dream dimension includes background features such as lighting, terrain, architecture of a given building, vegetation, or other relatively innocuous characteristics of a dream dimension. You cannot use Dreamspinning to make a bolt of lightning to strike a foe, or open a pit below an enemy.
**Change Appearance: You can adopt the outward appearance of any other creature or thing. If you want to turn into a yurt that is completely within your power. Equally, you can take on the exact appearance of any other creature. Dreamers with more ranks in Dreamspinning than you can always see through this deception. Other dreamers can make opposed Dreamspinning checks (or WIS if none) to discover the illusion. Changes to your appearance do not affect your actual abilities.
Teleportation or any forms of instant travel across long distances is not possible within a dream plane, aside from spells like plane shift and other magics. This topic is a little loose and subject to change as situations permit.
When a dreamer awakens, they must make a Dreamspinning check (DC 10) to remember key information, like a target dreamer’s secret that was being extracted.
A highly proficient dreamer can use the Dreamspinning skill to manipulate reality to genuinely injure other beings in the dream. Those dreamers who are killed in a pocket dream will drift to the Dimension of Dreams. Those who are killed in the Dimension of Dreams will wake up in the their original plane of origin. Depending on their Dreamspinning check (if trained) after returning to the Material Plane, they will forget all events of the dream, if only keeping hazy memories. Returning to a pocket dream from which one died is not known to be possible and is deemed extremely dangerous and forbidden.
HP and ability score damage sustained in battle, or most physical conditions accumulated within a dream are considered nonlethal and do not carry over to the Material Plane. Certain conditions associated with Fear do carryover, and must make a Will save to overcome these upon awakening.
Dreamers vs Dreamers
Dreamers can actively oppose the activities of other dreamers while inhabiting the same dream. This is accomplished by opposed Dreamspinning checks. A dreamer may always make such a check instead of any other check or saving throw if it is more advantageous.
Important Note: The rules above are subject to change and not set. Say these rules simply break apart the first chance you’re allowed to use them. We’ll work together to rework them. This includes the difficulty checks. Feel free to discuss this exciting new skill and it’s many facets.
Dreamspinning is a heavily modified version of Lucid Dreaming from Three-Five.