HYPERCONSCIOUS EXPLORATIONS IN PSIONICS PDF

Yet the Shallows are artificial environments—a series of manufactured planes of existence that abut Dream and sometimes ensnare dreamers wholly. Such dreamers never penetrate into the greater gulf of honest Dream that lies beyond. Dreamers so ensnared run a slight risk of gaining the notice of the Dark Plea, or at least servitors of the Dark Plea. Indeed, many that dream within the Shallows never come to any harm, and servitors of the Dark Plea never notice them. Likewise, practitioners of classes that draw ability from the Shallows may never realize the truth or come under the influence of the Dark Plea.

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Yet the Shallows are artificial environments—a series of manufactured planes of existence that abut Dream and sometimes ensnare dreamers wholly. Such dreamers never penetrate into the greater gulf of honest Dream that lies beyond. Dreamers so ensnared run a slight risk of gaining the notice of the Dark Plea, or at least servitors of the Dark Plea.

Indeed, many that dream within the Shallows never come to any harm, and servitors of the Dark Plea never notice them. Likewise, practitioners of classes that draw ability from the Shallows may never realize the truth or come under the influence of the Dark Plea. Thus those who study prestige classes that rely partially or wholly on the properties of the Shallows are not harmed, though a few individual powers of those prestige classes may mutate into something different.

Each region of the Shallows obeys its own rules of gravity. Time spent physically or as a dreamer in the Shallows never fully maps to real time. Sometimes more time passes in the waking world than in the Shallows, while other times less.

Time spent in the Shallows is equal to time that passed in waking world. Finite Size. The Shallows are a series of artificial environments that, while able to multiply on their own, will only ever be an adjunct to the greater gulf beyond that constitutes Dream. No Elemental or Energy Traits. As a whole, the Shallows do not possess elemental or energy traits; however, a specific region of the Shallows might possess such traits.

Usually, specific regions of the Shallows, once formed, persist for long periods unless someone applies concerted effort to change or delete that region. Mildly Neutral-Aligned. Special Property. Dreamers, as well as creatures that physically enter the Shallows, need not eat or drink to maintain perfect health, though they can do so if they desire.

Even if an average dreamer tumbles into the Shallows instead of into true Dream on any given night, the dreamer has no guarantee of ever finding the Shallows again, unless a servitor of the Dark Plea marks the dreamer somehow.

Characters who take levels in many of the prestige classes presented in this 5 Hyperconscious: Explorations in Psionics file is not as it seems. With the aid of the sage, all step into the crater to a dreamworld, where a portion of the original Oraculus yet stands. The PCs can see only a segment of the Oraculus initially, because six of the Seven Sages have convinced themselves that every other sage is a traitor, and each sage wishes to stay true to his or her own beliefs regarding the whispers from the future of what shall come hereafter.

See the previous section for more on these topics. The last renegade sage, Anacharsi, attempts to tell the characters the truth: If the Oraculus returns to its former status, it will open a way to the Dark Plea, which is a creature that exists in the future. Anacharsi tries to tell the PCs that through manipulating the past our present , the Dark Plea continually attempts to create itself.

Character Hooks m ple book and who begin to dream usually enter the Shallows instead of Dream. In most cases, little distinguishes the Shallows from Dream to the average dreamer. The Dark Plea knows the difference, which allows it to find and touch dreamers each night and induce nightmares or worse. Luckily, the odds of any average dreamer in the Shallows running across the Dark Plea or one of its servitors are relatively miniscule.

Some creatures can enter the Shallows physically by using special powers granted by prestige classes, by utilizing supernatural or extraordinary powers, or by finding actual gaping portals such as the one described in Chapter One, Part Three: The Crater. Unlike in Dream, if a dreamself dies in the Shallows, the character must make a Fortitude save DC 15 or take 1 point of temporary Constitution damage upon waking.

If a creature in the Shallows physically dies, it is dead, and servitors of the Dark Plea sometimes steal its soul away for nightmares. Even with the Lucid Dreaming feat, creatures physically present in a dream can dismiss a dreamer against whom they make a successful touch attack.

Note that neither those physically present in a dream nor dreamselves can fall asleep or be induced to sleep while visiting the Shallows or Dream. Dreamselves are already sleeping, and those plunged physically into dreamsleep find normal sleeping impossible. While creatures that are physically present in the Shallows can travel from shallow to shallow, they must walk far enough so that one dream shallow collapses and another random dream picks up.

However, the Shallows of the Oraculus currently enjoy rigid linkages that ensure easy access between each shallow. He gives them a version of the truth concerning dreamstained items see Chapter Five: Psionic Items , offers to teach them his specialized psionic art, and indicates that if they aid him, they can gain more dreamstained items and some gold.

Possibly someone the characters know visits the Oraculus from time to time, hoping for insights into the future. Perhaps a PC visited the Oraculus in the past for a reading. Dreamstained items are akin to standard psionic items; however, they are easier and less costly to create. Because the cost of their creation is low, their market price is likewise less, making dreamgifts desirable to the common purchaser. Generally, a dreamgift costs only one-fourth the amount one would expect for a similar nondreamgift item, and the manifester level required to create the item is about one-half of what would normally be required.

But, dreamgifts have secret flaws: That which empowers them also invests each with a filament of nightmare. At the core of each item lurks a sick nugget of knowledge whispered from a potential Suggest Documents.

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HYPERCONSCIOUS EXPLORATIONS IN PSIONICS PDF

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Hyperconscious: Explorations in Psionics

All of the following are Class Features of the astral dragoon prestige class. Weapon and Armor Proficiency: Astral dragoons gain no additional proficiency in any weapon or armor. Powers Known: At every level indicated on Table: The Astral Dragoon, a astral dragoon gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained bonus feats , metapsionic or item creation feats , psicrystal special abilities, and so on. This essentially means that he adds the level of astral dragoon to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. Coalesce Bayard: The character learns of a secret method of stability for one certain type of astral construct, which requires a commitment of life and loyalty.

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Nikosar Add a copy to your collection. Lists exploratikns This Book. Tags separate by space: The sixth chapter follows a similar pattern. As an immediate action, the character sends an arc of feedback energy at the leveldraining attacker even if invisible or out of line of sight, as long as an uninterrupted path exists between psiobics two. Once per day a bayard ridden by the hyperconsscious dragoon can make a full attack nyperconscious it charges a foe, including two rake attacks with its rear claws. Examples of feats from previous volumes for those not familiar with them are as follows: Please select a support frequency.

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